A Client of mine wishes to make functional gun handles from Rapid Prototypes. Casting them into metal so they can be fitted onto the bore,hammer,etc…( Tiffany made some of these -extremely fine,intricate patterns!)
I have been challenged with the task of sculpting those details.
I have however ran into problems with the initial mesh I was given. The precision needed had him originally go to a CAD modeler/engineer who made this base mesh to somehow add those details to…I was given an STL from Rhino which has non-mudbox friendly topology when converted to OBJ.
It has multiple borders
lots of tris and is very heavy/high poly.
SEE IMAGE.
This mesh has scared me away from this project a bit and I am wondering if anyone might have a logical solution to this. I have been leaning towards sculpting onto another mesh and adding the details as a displacement map, then converting to polygons so we can then take it to .STL for rapid prototypes.
I am only supposed to sculpt on specific areas leaving flush the parts which would attach to the rest of the gun. a few areas only will be left untouched
transferring that detail...via UV space? If so how to?
Yikes!
Thank you if you can help.
:D
[http://4.bp.blogspot.com/_aId4xj_kJDc/TA1QngJy8XI/AAAAAAAAAKQ/TNQhI-d2nBg/s1600/HandleSculpt_example.jpg](http://4.bp.blogspot.com/_aId4xj_kJDc/TA1QngJy8XI/AAAAAAAAAKQ/TNQhI-d2nBg/s1600/HandleSculpt_example.jpg)