
Hi all,
Here are few simple compounds that can deform mesh by another mesh, using UV projection as a reference. It's very old idea, similar result can be achieved by using XSI Cage deform Op, or Deform by Surface, together with Shrink Wrap. But this one is using UV projection, so distortion is minimized. It doesn't require any special tweaking in order to be fast.
Originally it's created for sliding the mesh on another mesh, but I've used it also for some kind of 'projected modeling'. Mainly for cloth and high poly space-ship hulls.
It definitively isn't one-step method, but I've found it very usable for 'long range' modeling, because seems to be much easier to model 'in plane'. Also, it's easy to reuse the already modelled patterns, again and again. Let's say for modeling a set of space ships of different kind, but still sharing the same style. Deformer can carry deformation too.
It doesn't work very well on meshes with sharp edges.
Sample model is created, following these steps:
1: Polymesh > Subdivision from original (because ICE doesn't take subdivision Geo Approx into account) - this mesh is 'cacher' for deformation
2: Nice, well unfolded UV projection on 'cacher'
3: Disconnecting edges at UV seams on 'cacher'
4: Un simulated ICE tree with compound called 'UV Deform On Cacher'
5: New, 'modeling mesh' - this one is for modeling
6: Clone of 'modeling mesh' - as a final result - this one has another un simulated ICE tree, with compound called 'UV Deform On Mesh'
The last step with cloned mesh is for convenience reason, to allow the all stages of deformation to be visible.
Personally I've found this method a very usable, hope it can help the others a bit.
Take it here
Cheers
