Brilliant, Glenn!
Wow, I didn’t expect a video tutorial. Thank you SO much!
Morph targets would never have occurred to me, and even if it had, I probably would never have figured out the ‘how’. I had thought about just simply isolating the inset area polygroup I wanted to apply displacement to, but didn’t know how that would afffect the surrounding geo.
I model in Modo, but I’m leaning more and more towards ZBrush with the introduction of all the new modeling tools. Great stuff. Modo also has very nice UV mapping, so I can always fall back on that if needs be - but I really prefer to stay in one package as much as possible. However, I’ll be rendering stills and animating in Modo, so that should be fun as well.
Working on a half-fast
spaceship, and have inset channels running down the length of the body and around the engine areas. I was thinking it would be nice to greeble the heck out of the inset areas with pipes and tubes and junk, and since it will be medium and long shots anyway, I didn’t see the sense in physically modeling all the pipes, etc. - which I would if closeups were needed.
Great thread here, and jam-packed with excellent information! In fact, I’m going to go back through it all over again.
Thank you very, very much! I’ll make sure to post the ship so you can see what I’m doing, but I’m sure you get my drift.
Chuck