I'm making game models for a hobby project. Some of these models is hard-surface armor. I'm making some of these armors different proportions to fit different sizes. The problem is, even with blender's shrinkwrap modifier the hard-edge outlines of the lowpoly will "slip off" the highpoly and they have to be meticulously…
Wrap does what you want in principle...the only difference from your case is that you have to set up point pairs manually yourself.I think the point pairs are stored on the surface of the mesh, not in world space. So if you had an initial wrapping setup and needed to adjust the high polys shape and position, the point…