So yesterday we stopped with me having some ideas for changes, and with a question about how to Mirror some of the parts of this build. The mirror question was a quick one to answer.
So as I suspected the Object parameter on the Mirror modifier lets you specify an object to mirror from. It worked like a charm. I’m not really ready to mirror yet, I just wanted to be sure I wasn’t painting myself into a corner. It would be terrible to find after all was done that it wouldn’t work. 🙂
After that I went to work on the leather areas I had thought up yesterday. The simplest approach seemed to be to use Beziers again, and make a half-outline of what I wanted.
Once I had that, I closed the ends of the shape, made it solid, and then mirrored it on itself to make a flat plane in the shape desired.
Of course now it’s obvious that this is perfectly flat, and the avatar’s back is very curvy. As well, the leather should have some thickness. So we still have some work to do.
Blender has a ‘Shrinkwrap’ modifier, which basically lets you mold one object to the shape of another. I decided to use that, and first flattened my plane/shape to the shape of the back where it would be located.
To get my thickness, I then copied this, raised the copy up and reduced the amount it would conform to the shape of the avatars back. I want the visible face to be a bit smoother than the actual back. I then joined these two pieces, and created faces along the edges to create the final shape.
Unfortunately, I see problems. If when viewing a piece in shaded mode in blender, you see ugly triangular shadows on the piece, these are very likely to appear in SL as well. Not acceptable. It turns out my method resulted in a mesh shape that is possibly too low rez to properly handle all the curves and valleys I created on it.
Sometimes such problems can be corrected by hand. However, this time I”m not so sure. I’m going to try some experiments to see what can be done, and I hope I have some good news tomorrow. 🙂 Until then…