Since I'm primarily a Zbrush user and can do this trick with Nanomesh, I was wondering how to do that in Blender. Basically, I have a bracelet with spikes (see ref below) and I want to add to it an even number of spikes following its circular directions. The problem is all the tutorials I watched out there were about populating objects across all faces or verts, which is not what I want. Can anybody help?
PS: I do need to specificy that I want to first unwrap one spike and then instance it so that it shares the UVs with the rest objects once the instances are applied.
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You can extract faces where you gonna place those instances . one face for each. Make them separate object to parent instanced object too. A kind of old way.
Or you can use geometry nodes . Extract a curve from an edge loop and use that curve to distribute points on it: "curve to points" node . Then "instance on points" node to put those spikes on those points.
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Thanks, will give it a shot. And if I may ask you an additional question - how do you properly unwrap a chain? Theoretically, I know I'm supposed to unwrap 1 link and then instance it but I have zero clue how to do that. I was hoping there's a way in Zbrush but it seems to be not working.
Unwrapping in Blender goes as follow.
It's not that much different in Zbrush actually.
hit "unwrap then " flatten" then scale and pack your uvislands then "unflatten"
One shared thing in between Blender and Zbrush is it's totally unsound to do UV on heavily subdivided mesh.
You need to unvrap your low res mesh first BEFORE sculpting any extra details.
Other way around it would be torture in both. Retopo and so on.
@gnoop Much, much appreciated for the comprehensive guide!!! I'd say it's a big Christmas gift :) Thank you!