Hello there,
I’m currently trying to project the hi-rez version of a dragon body model I created onto my low-res base, but projection results in artifacts I cannot remove with conventional means. Here’s an album of issues I’m mentioning in the post, as the forum doesn’t let me post more than 2 links: Imgur: The magic of the Internet
The low-res base has been sufficiently subdivided, and a layer and a morph target were created before projection.
As I would expect, especially with a model with sections this close together, I have artifacting issues, which I would be more than happy to gradually smooth or morph away and resculpt.
However, on the hi-rez model, the spaces between the dragon scales are quite deep, which isn’t the case on my low-rez base, as manoeuvering into them during retopology in Maya was practically impossible. When I try using the Morph brush to restore the low-res state of the model in those areas, I am left with small holes that collapse deeply inward and refuse to be morphed back no matter what angle I try to brush them away from. Attempting to smooth them causes them to expand. Gradually working from the lowest subdivision upwards has them appear anyway near the highest subdivision levels. My guess was that these are areas that are latching onto the underlying hi-rez surface at the base of the scales within the crevices, which I can’t really reach with the morph brush when these issues happen.
So then I tried adjusting projection distances, but I couldn’t find a value which helps with these spaces without massive harm to the rest of the model.
I tried messing with PA Blur and Projection Shell values too, but all values created other artifacting problems while not really alleviating this one.
The original hi-rez model has each individual scale as its own polygroup, so I tried converting them to polypaint, projecting it onto the low-rez, then converting them into polygroups again on the low rez with the idea of selecting them then projecting area by area, but the polygroup conversion, due to detail difference I suppose, messes up in very small areas and scatters random patches of color between polygroups across the model.
I figured that filling the spaces between the scales more in the original hi-rez mesh would most definitely fix this, but doing this by hand between each scale would clearly be immensely time-consuming, so I set out to try and find a more elegant way to do that. I tried achieving this with Boolean operations, but couldn’t really find a solution with them. I tried exporting to Blender and Maya and using various Shrinkwrap modifiers and values to try and achieve this, but to no avail. I also attempted setting the scales as a collision volume and set the base within to expand via Dynamics, but it seemed the crevices were too thin to make the base “flow” into them nicely.
I still feel like this last approach of trying to fill the spaces between scales somehow would be the cleanest solution, but I’m now completely out of ideas on how to approach that aside from manually clay-builduping/moving the interior of each scale to remove the gaps between them. Any ideas on how to do this, on what I may have missed, or on how to get rid of the artifacts otherwise, would be much appreciated (and thanks for reading the absolute bible of text, but I couldn’t make it shorter). Really at the end of my rope here.