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How to extract edge geometry from the base model

How to extract edge geometry from the base model

tharushadd
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How to extract edge geometry from the base model

tharushadd
Enthusiast
Enthusiast

Hello Comunity,

I'm wondering How to extract edge geometry from the base model ( With a different topology) to match the ones of the actual chair so that I can use them to model its wicker pattern. If you have any different(accurate)method to model this, I'd like to know that as well

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RobH2
Advisor
Advisor

I don't think there is a good "automatic" solution for this one. Wicker is tricky to do. There are a few good tutorials online. But you may have to just get in there and create the mesh that represents it manually. You can do half and mirror it to save work, but I think this one might need to be done from scratch. 

 

I guess you could try selecting all the edges of the front or back of that chair shell and detaching them. That way you'd have one surface of edges. Then put a 'Lattice' modifier on it and generate a wire mesh. You could then push and pull individual rows in or out to mimic the wicker. But it's going to be strange because the original spacing of all the rows and columns on the original chair mesh are different. Wicker is pretty evenly spaced all over due to the thickness of the reed used. 

 

Someone might have a clever solution but I think this might have to be done the-old-fashioned-way. 

 


Rob Holmes

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Message 3 of 4

tharushadd
Enthusiast
Enthusiast

Thank you very much for your response

Message 4 of 4

ManniiCode
Contributor
Contributor

Couple days ago, I found this youtube video from RenderRam.

Your chair would be a lot simpler than his owl. 

If you happen to model the chair yourself as well, I think you're going to have to unwrap it first following his method.

 

Check this out.

 

[video]

 

 

About extracting the edge "with different topology", I suggest trying retopology. With that, you can have as dense lines as you'd like. Add EditPoly modifier, select one horizontal edge, use Ring then Loop, then Create Shape from Selection. Repeat again for vertical edges.