Hey guys, Working on my entry for dom war, and I was wondering how you guys might recommend getting chainmail on my highpoly. So far I've tried a combo of Metaliandy's chain mail script to generate the mail, and MoPKnit to try to get it onto the mesh, but I've run into some issues. Basically, everything works until I try to add a wrap deformer between the chainmail and the mesh it's being deformed onto so that it will wrap back onto the mesh. I'm assuming it's an issue of polys (though it's not very high), but Maya tanks every time I try. Any other techniques you guys could recommend?
The actual mesh is the shirt on this character:
![zbrushBody_01.gif](http://dim.blenderge.com/Images/domWar2011/zbrushBody_01.gif)
Thanks guys.
Replies
You could skip the modelling part all together and just create a texture using Crazybump or ndo. No need to sweat over the modeling.
Nice model btw.
Max has a Obj2Spline script on Scriptspot which does just this, but since you use Blender and Maya, I have no idea on how you would go about stacking copies of the mesh on a spline in a realtime manner.
my experience is, that you either create a good tilable normalmap from actual geometry und use that for texturing or do the described way in this link. It never really looked good to me when just doing it on textureside, like painting a displacement map and converting it to normals etc, the results are just not the same. Also one good thing on the real geometry solution is, that you can give certain parts a different rotations to affect the shading differently, or easily remove rings from the armor, which also adds quite a bit of believability
Edit: I used a technique very similar to Neox's link to make my tiling chainmail mesh.
Thanks!
TexTools really isn't designed to do this and because of that it won't make a good morph target, you need to break the mesh along UV seams so you have the same number of verts/open edges on your mesh as the UV layout version will have. If this count doesn't match you can't make a morph target, if you can get them to match you have to use Morphix to re-order the vert index table so they match each other. THEN you can morph and skinwarp.
The slideknit script isn't available or supported anymore but I hung onto a copy of it here:
http://dl.dropbox.com/u/2336353/3dsmax-modeling-3-slideknit.zip
I haven't tried it in any newer versions of max past 2008 so it may or may not work. I haven't found anything that works as well as Slideknit should or MoP's Maya script does... But there could be something out there.
You can also attempt to object paint the links onto a mesh, graphite modeling tools has an object paint feature since 2011. SoulBurn Scripts has a great object paint if you're on 2010 or lower.
Personally this has so many uses I don't understand why they bother screwing around with "charcol viewport shading" when they could be creating tools like this.