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Hello I have made a chain model and I want to put some objects on it but objects must deform and cover up chain. it should be like this example enter image description here

Thank you for your helps.

susu
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Emin Yaren
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    in your picture most of the objects don't look deform, but if you have to deform your objects you could use some modifiers like Curve – moonboots Jul 17 '18 at 12:04
  • Thank you for the answer, I tried curve, shrink wrap and some other deforming solutions but I couldn't be successful. – Emin Yaren Jul 17 '18 at 12:11
  • if you're talking about materials like water, grass, road, etc... you should unwrap your meshes and use Image Textures. Then you add all the 3D items like trees, trucks, boats, etc... – moonboots Jul 17 '18 at 12:16
  • No I am not talking about textures, I am talking about objects, in example objects deform around chain. – Emin Yaren Jul 17 '18 at 13:59
  • not really, what object are you talking about? It looks like the artist has just rotated a bit the 3D objects so that they stick to the surface, I don't see deformations – moonboots Jul 17 '18 at 14:12
  • Have you seen containers at the port? They are deformed, not all off them but yes deformed. – Emin Yaren Jul 18 '18 at 06:58
  • By the way I found a solution. it is miratools and it works perfect. Thank you. – Emin Yaren Jul 18 '18 at 07:00
  • If you found a good solution for this, you could add an answer yourself, to explain others how you solved it, maybe with a simple example. It would be great. Later you could even accept your own answer... – m.ardito Jul 18 '18 at 07:36
  • Miratools aside - this is how I would approach this using shrinkwrap and lattice - https://blender.stackexchange.com/questions/95975/why-im-not-getting-thickness-with-shrinkwrap-modifier – Lewis May 20 '19 at 07:49

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So one of the cool things about a torus-- which is what a chain link is-- is that it unwraps really nicely. You seam it twice and it makes a perfect square. And any tiling texture on that square will tile on the torus.

So what I might try here is to take that knowledge and create some displacement maps for my toruses. You could build each link's stuff as a flat scene, then render to a height map, and apply that height map as displacement to your torus. (UV mapping the individual elements would be a different matter though.)

Another option here is to use the Textools addon, which can create flattened versions of meshes. It rips along UV seams and then creates a flattened shapekey. From the flattened shapekey, you can surface deform other meshes, then unflatten.

Nathan
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