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Showing results for tags 'bend'.
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Warning: This is not a 100% reliable, completely fault proof approach. In some circumstances, the "quadrangulation" on the re-imported mesh to modeling room from sculpt room will not be completely like the original, and some manual fixing might be necessary. I discovered this after some subsequent testing, models which've been bent a lot seem to not get their topology back 1:1. You have an object in your Modeling or Retopo workspace. It is retopo geometry, so quads or mostly quads. You want to bend it around a curve, but still preserve retopo geometry, so quads not triangulated. For example, you modeled a character belt "straight", you made curve cross-section of character waist, now you want to bend the poly model belt over character's waist. Workflow: 1. Modeling / Retopo Room Of object to bend, make sure longest side points in direction world up (default Y+), shortest side in direction X+ -> goto Sculpt Room 2. Space to bring up tools, select Import tool. Select Pick from Retopo to get your object from Modeling or Retopo room. - Make sure ✅ Import w/o Voxelization ✅ No subdivision more than what you had ✅ Sculpt Tree layer to import to is "S" as in Surface Mode 3. Create Curve you want to bend to. (For example, make Cut Slice over object and produce curve from that) With object to bend in Sculpt Tree as selected Sculpt Tree layer, RMB on Curve, choose "Bend volume" Observe model is bent along curve. Adjust parameters to taste. RMB curve again when satisfied, get the Bend Volume modifier's options, select "Detach Curve Modifier". By this point you should have your bent model, except it's tris. 4. RMB on the Sculpt Tree layer with your bent mesh (Default name: Curve_CurvedBend, name produced by the bend tool) Select Retopo via decimation For the dialog box select "Don't decimate" Observe you get your bent model, still tris, as a new occurrence of item under Poly Groups 5. Select all faces of the Poly Group Title bar menu : Mesh -> Apply Quadrangulation Your model should now be quad like the original, unbent retopo mesh. (Bonus) ABOUT GETTING UVs back I can not just yet speak to whether you can also get UVs from this process, since I haven't tested yet But you might be able to get the UVs if 1. You export the UNBENT object with correct options first, and then 2. With new occurrence of bent object, import UVs that you used for your original Or possibly if you 1. Unwrap the bent object 2. Copy-paste UVs of original, unbent object.
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Hi all, From the title you can probably guess what I'm up to here. I am finding pose tool to be amazing but a bit frustrating too. Say I have a cylinder and I want to bend it into a U. (there is a question already in the forum like this but it didn't really get solved IMO) I need: control over the area affected by the distortion, a type of hierarchy, to approximate how it would be in the real world. maintain volume of distorted section. Voxels are amazing! Just like the real world only without limitations. It does seem with some tools, this idea is forgotten. I would love the development team to consider this idea when creating tools... "If I had a piece of modeling clay in my hand, how would I shape it?" Is this not the philosophy of voxels in the first place? In the meantime I can use a curve to bend an imported object. So finally getting to my question... Can I draw a spline and create a curve from that?