On the surface I would try using path deform binding modifier if you are using 3DS max. (other packages should have that but maybe under a different name)
fuck, you'r not using zbrush right? so to model this shape in most 3d app i would duplicate the mesh and do boolean with it, then do some cleanup and mirror it :)
Looks nice. And nice stuff in the gallery. I take it 3ds max nurbs and/or patches don't work this well? (I've never touched them) Thanks again Lee for the upload. :)
Googling "3ds max constrict vertex movement by edge" netted me this vid: https://www.youtube.com/watch?v=KMPM6lWNL_4 Play around with those constraints and see what they do.
NDO/Photoshop. Can be done in 3D for sure. Model it straight then bend it but you end up with a very dense mesh and adding such fine details in Photoshop is definitely faster aswell.
I'm kinda surpised 3d packages don't have an option for a geosphere yet, I normally keep a 2x subdivided geo sphere in my scenes to duplicate when needed.
@FrankPolygon Thanks for the links! I'm having a hard time since the model is from the client-premade 3D, so I decided not to remodel it, but I think I have to. Anyways, thanks!
Hello guys,I'm trying to find a better and faster way to weld multiple vertices at once.It seems to be too time consuming, if they will be welded one by one(software using 3ds Max)