sorry about the post it in the wrong topic. i used the space wrap modifier for this which i still dont know how to collapse it, however i delete the space wrap and used the ffd(box) modifier which i overlooked on the object instead. So problem solved but then not really...
Umm... Use multiple subtools. Say. 1. Body + limbs 2. Head 3. Shirt on top of the body (1) 4. Arm wraps on top of the arms (1) 5. Leg wraps on top of the legs (1) 6. Hands/Claws 7. Pants on top of the lower body (1) etc.
Hey - that does look good! Interesting project. One note, if you don't mind, is that the sinew wrap is a bit unconvincing as a means for holding the blade/handle together. Seems like it would take many wraps around to hold the blade secure enough to be functional. Regardless - nice work. Will look for the finished piece.…
PROGRESS REPORT ya, i havent given up on this. i just had to make another model for uni and that was rathe problematic but solved nonetheless and now i am back on the gun. took the last 3 days to wrap the gun model. there were a bit more pieces to uv wrap than i expected....
@Ashervisalis , Thanks yeh i see what you mean about the wrap it does feel more lile shrink wrap at the moment :D yeh was thinking about something animated/fx for the green part. Wanted to maybe try something simple...if this even is simple https://youtu.be/S_ffMTbDJ3g To give the model a bit of life
I agree with adding a bit of camo, for the Ghillie wrap I suggest using the same method as for making hair. Paultosca has a great tut...here... http://www.paultosca.com/varga_hair.html I think just adding a some nice textures the ghillie wrap would look ace. good job dude -C
The Skin Wrap modifier could be interesting, too. If you used Skin to bind your mesh you could even transform the Skin Wrap to a Skin modifier if you need it for realtime-purposes. Never tried this, though, since I still use Physique. But I will have a look at skin as soon as possible.
Hey Autocon, AFAIK you cant use a custom lattice shape (maybe through scripts or plugins) but you can try using a wrap deformer as JMYoung mentioned. Just create your proxy shape, and select the mesh you want to deform and shift select your proxy mesh and go to create deformers -> wrap
transform, modifiers, turn XYZ off and turn Z on. (or Y if its a plane brought in from 3dsMax.) Zbrush defaults to XYZ normals so even if wrap is on, you'll get inaccurate wrap (tile) results. Forcing to sculpt to the Z or, Y in the case stated above, will allow you to seamlessly transition between edges without problems.