One way is to make a Shape that's a rope cross-section, and another Shape that's your rope length with a loop-de-loop for the knot, then make a Loft. Makes nice UVs too. New mesh though.
CsPolyTools --> csSlide script , it's for free Polyboost has a feature called "ShfitLoop" which has some advances options (it can slide an edge loop and make the distance to sides the same for all the verts in the loop)
Yes, Peel Mode is quite powerful. The straighter the loops, obviously the less distortion. For the tube cap above you can also use the 'Unfold strip from loop' tool for a perfect rectangular unwrap.
Have you tried adding more support loops before subdividing? Where the extruded bits connect with the main part of the clip, you should have 3 supporting edge loops before subdividing.
TY Torch :) Btw, I've had the spiraling loops problem when doing autotopo in 3dcoat at work (even with guides), but in the few zremesher tests so far the loops wrap around just fine.
Its not too bad (far from perfect thou), the eye loops should go out farther and make up the check bone, the mouth and jaw "loops" are kinda messy and don't flow well.
look up some tutorials on Panel Loops, Groups Loops and Zbrush's Poly Groups in general, should be able to fix some of (if not all) of your problems with some more knowledge of those thing :smile:
Could use this as a bake mesh, then optimize post-bake if it works. Would retain all UV's if they are clean edge loop additions, very easy just to cut loops if they arent UV border edges
This looks great. Are you going to be adding support loops to turbosmooth the whole thing and make a high poly source model or is this going to be a mid poly car model with supports loops to harden smoothed edges?
Which method do you think is the best for modeling a hard surface/organic mesh that then needs to be detailed in Zbrush? Creasing looks interesting, but does this method provide good enough bevels for baking? And if a mesh doesn't need to be further detailed, are control loops the best then?