so - to be clear You draw a spline, convert it to a bitmap, load the bitmap into maya, process it, and remove a bunch of faces so you end up with the same result you'd get if you just drew a spline in maya and extruded it? i feel like there's already an easier way... more seriously - the little python experiment i did a…
Indeed unpractical . Hm you could look at having a boolean creating your seam from the edges of your input color map Houdini comes to mind for that kind of thing..I'd be very interested in seeing a Blender way Or have a svg per color etc. It's kind of similar to processing for screen printing in real life, lol.
you can either photoshop script or filter to get your colors turned to a trace or substance designer (Edge Detect) Then all that's left is svg import and sorting it (that could be script too I guess, or maybe you can try geometry nodes over it!) You'll want export the invert as well for full geometry. Complex illustrations…
@poopipe Thanks a lot for the info. I did try MeshLab but the info was all over the place. I will give it another go. It would be cool if we could still get the simple one for a single image for Blender. tt's still very very useful. @another caveman Probably the best way is to create the topology by hand. It would take…
ok so that's a bit more complex than the maya scenario. The maya tool converts an image to a 2d mesh - this is relatively straightforward, they seem to have done a good job with the triangulation based on the two examples here as well. As said above - this is relatively simple to implement given a decent triangulation…
They describe something in Maya help page . First step is segmentation . My guess it's something like Substance Designer flood node .Then If I am not wrong the new vertexes are usually generated as a regular matrix first and need to be shifted then to edges and merge together with a threshold . Would it be all Substance…