Hi Michael.
> It can be better to try and use displacement or bump mapping at render time to do that rather
> than modeling little bumps directly.
Zbrush, 3D Coat, etc. for the wrinkles and deforming for tilting the ends inward.
> ...but for your particular case where your headrest has a simple structure made up of one
> larger surface, that will probably generate some good output for vertex manipulations in
> that particular area of your model, because the mesh will have a nice regular topology in there.
> For your headrest though that should be fine I think with just a denser mesh generated by using
> "Divide larger than".
I think you are right despite the strange results from my first attempt. I will export a number of
headrests with varying densities and do some local cuts.
Thanks,
Leonard
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