You could unwrap the Object which is in the form you want and then use a Script like UVW2XYZ , copy the outcome, revert back.Then you have one flat one and the desired form. Method 2: Start with a flat shape, copy it and bend it the way you want it.
@perna Indeed, the 3rd party script offers extended functionality, but I recently moved to max2016 and currently I don't have QuadChamfer installed. I only wanted to see the resulting wires of the middle/right shape (before meshsmoothing) or a max file with collapsed mesh.
You can even out vertices to one plane with scale tool by pressing J key then pulling affected axis in one direction and back. Under tool settings > scale settings you can set tool orientation, in this example I selected all the verts and set manipulator to "normal" orientation, but for some other scenario you may need to…
@throttlekitty @MaxHoek thanks for the suggestions guys. Throttlekitty was especially useful - i've never used the vertex align tools script. must check it out. ShrinkWrap looks like it might get me the result i was looking for but i've always found shrinkwraps to be a bit fiddly in the past.
Just like how perna said you can create any shape, you can create a quad sphere quickly by simply creating a cube with equal dimensions, apply a turbosmooth with at least 2 iterations, and spherify That script just skips these steps. Probably more convenient
Speaking of ropes.... Here's a little something that I find handy sometimes... It can be used on any mesh. It will also automatically double the tri count and turn your mesh in to all quads, rotated 45 degrees :P It's very easy to make a script that does these steps. Edit: Resized the image... it was too big...
semi-related: this seems like a fantastic time to link this: http://hannesdelbeke.blogspot.be/2014/05/modular-bend-fix.html "A maxscript that lets you control the bend modifier with more precision, excellent for modular prop design such as arcs in udk This script automatically fixes the bend modifier, but also gives the…
@solidshark91493 This is something I modeled a few years ago and the spline modeling/jokermartini weld script method above is used all over the place. You can also dynamesh the highpoly, sculpt the welds and bake. Or just use Sub Painter to add the welds directly to the normal map. All methods are good.
For those affraind of sculpting the ornaments. The Pandicarus Tutorials by Mike 'Squirrely Jones' Voeller More specific, this part: http://www.squirrelyjones.com/public/model.pdf I think there was a thread about this unwraping -> flatening -> attaching ornaments/chainmail -> morphing back inot shape subject somewhere too.…
I don't want to be that guy recommending blender :\....but the grid fill tool does the same thing for free. Edit: Oh its's a script...nevermind thought it was a software (jumping to another software just to fill gaps would be painfully uncomfortable) so I told myself that he might as well use blender in those cases.