|08 August 2013|
basically use 2D circle sampling to sample points on the 3D mesh, then use an algorithm to draw curves using two 3d points that lie on 3D mesh.
using a circle
Maybe put the 3D spherical object at 0,0,0. Then make a 2D circle that roughly fits the 3d spherical one (save the distance from the center of circle to the outer of circle ... the radius).
Then maybe have something that samples two points in a circle with given radius. Then use one of Maya's closest point on mesh to get where the sampled point would be if it was on the top half of the 3D object. (maybe make a copy of 3D object but only keep its upper half and use that to get two 3D points for each sampled 2D point).
use a Maya command to draw a curve between each pair of 3D points. Maybe extrude something along curve to create twirly thingies.
Maybe there is a way to use the randomess of a noise texture on a nurbs surface roughly fit to 3D object. Then maybe find 3D positions using UV maps where the texture meets some criteria. (example where the noise texture is really dark pick two uvs there, then find the pair of 3D positions by using UVs, and draw curves for them). I think the advantage of this one is the artistic control of the texture to create different effects.
Hope this was helpful.
Maybe check out
Ben Tilly's idea for sampling points on a circle
(bentilly dot blogspot dot com)
|08 August 2013|
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