well the most basic method which works good in most cases is to model it as simple polygons. Then apply a shell modifier (3ds max) or sth similar to give it thickness and then apply some subdivision (e.g. turbosmooth in max) to make it smooth and round the edges. The are more ways to do it of course ...
I figured a good way in blender 2.5 recently. It consists on using retopo and laying out faces stuck to the surface, and then using the solidify modifier to make it extrude off the surface. Thanks guys! I only need to find a good way to make it overlap. It'd probably just consist of moving the faces to the point where the thicknesses don't go into each other.
yeah splines + path deform modifier is what i would use is max
after that i might use my wrap script to adjust the belt to the underlying topology and then apply a shell modifier to give it some thickness
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after that i might use my wrap script to adjust the belt to the underlying topology and then apply a shell modifier to give it some thickness