I am looking at making lofted shapes like corinices and moldings but adding deformations and textures or flowers etc onto them. Can MOI do this or is it very difficult - see images.
Hi zymon, that's a very complex organic object that is not easy to define in some concise way like by a few 2D profile curves. So it's likely to be a pretty advanced and difficult model to build in any program. It's a bit hard to say what would be the best program to use for it, but maybe ZBrush or 3D Coat would be the most suitable.
It could be possible to do it in MoI probably by placing many cross sections and using Construct > Loft. But you'll be placing an awful lot of cross sections and needing to manipulate them in 3D space so it's going to be quite difficult.
I agree to Michael, ZBrush is the best choice.
Build up a simple polygonal helix in an polygon moddeling tool like Cinema oder Blender. Export it as an .obj an import to ZBrush.
Divide the geometry (or first deform the bigger areas and then spend more time for the details) more times and use brushes linke move, elastic move, magnify and try the other brushes.
I'ts a lot of work and i'ts easyer to do this with an graphic tablett.
Best regards
Jörg
Another attempt would be a cloth-simulation, but it's difficuld to control the simulation
I was struggling in Fusion 360 to find the correct tool..... Im wanting to take architectural details and distort them somewhat, add patterns or textures to them. Break up some traditional ornamentations like cornices etc and change them somehow. Not sure how yet but was hoping to play with software that is good with this sort of thing to create something cool.
Is Distort curve a free Plugin for MOI?
I will download the trail version and hope I can get the types of deformed free form models I need for my project.
more expense, but more experience too.
1. I will try to explain my workflow: 1st. I'm moddeling an helix with an low polycount.
2. In the second step I add an "Cloth"-Tag to the model an set the properties for the simulation (forces for: gravity, wind xyz, turbulence and so on)
I play the animation forward and stop it when the cloth have nice wrinkles surface.
3. Convert the model to an polygon object and export it as an obj.
4. Import to ZBrush: Import and deform the low mesh with the move brushes (an alpha for more folds)
5. Subdevide the model and paint more details
This is a simple surface 3D inside Moi exported to SimLab in OBJ format! ;)
10 seconds for make the form (thx distort curves) : 1 second for export : 3 seconds for render (depending of what material, texture, bump etc...you choose :)
There are many opportunities to get this results in different software packages.
Another solution can be: Particles with a mesher or splines on a cloner in helix order (you can deform any spline to get an absolut controllable result)
I do not know the Marvelous Designer.
Another way in Moi can be: create an helix as path curve, and a curve to define the shape.
Under transform use Array --> Curve. The result is an extrudet curve to the helix. Now you can deform the points of any curve to get the right shape.