You cawirrexx said: Are you trying to bake this or model it? Here is a 3D model approach thats quadrilateral with retaining loops And here is a deferred decal approach
when you crease your meshes you have to work a bit differently from using classic support loops. poles on edges can easily shade poorly, you should always make sure of clean loops/rings on edges otherwise you have these spots jesus why are these images so huge? @@"Eric Chadwick" ^^
there are three ways of possibly doing it.1. Model it flat and use bend2. Blockout the main shape and make sure you have enough segments to handle the paneling3. floater. All of them will work fine! I am currently coming down with a bad influensa, so this took me longer then it should, I apologize In your case, if you'd…
Thank you very much! It helped with the feeling of wrongness. Additionally, if you or somebody reading could tell me, what would be the proper way to model this section?
lets call it support structure, not necessarily support loops in the sense you would use those when you do not use creases. its just needs a little different thinking about things. you need to keep in mind that the edge quality is dependent on the surrounding geometry, to have consistent looking edge quality you need a…
Since you uses some hexagon base and subdivided this further.. : You just might want to scale your outer edges along X and Y only.. to give it a more "rounded" look.. ??
Not on a PC right now, cant paint over. But if you wanna model this, model it like the pieces of cloth are built instead of ending things somewhere just so. Even if you don't wanna simulate, look into sewing patterns und build it like those
Have you tried physics + cloth simulation in blender ? Find out what material that is. And drop the pieces on top of a plane that simulates clothes (with restriction) too see if it gives you the shape?) if you want to sculpt it.You need an understanding where the folds crease and how it happens. Imagine putting in one…