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Hi people of BlenderStack ! Im Ben and im looking for help..

i'd Like to recreate this idea on Blender for a 3D print : enter image description here

i thougt about boolean but it goes too deep or not at all in the head enter image description here

If someone understand my problem and have a solution pls help a desperate art french student bye


Update : with retopo - multires- shrinkwrap- Sphere Unwrapp - and displacement im here now enter image description here with this normal map : enter image description here

enter image description here

i now have to find a way to make it less strech and in good position

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  • $\begingroup$ where they answers? or where those information to be added to the question? The answers section is just for answers, not for anything else. $\endgroup$ – susu Sep 23 '20 at 23:56
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You could do it with a displace modifier. You just need a displacement map of your texture. I made mine with a normal map which was quickly done from a regular basketball texture so the result is not perfect. You really should use displacement map.

First you need to have enough resolution in your mesh. I had a head which had quite a lot of resolution but it still required 2x Subdivision Surface modifier. The Subdivision Surface modifier should be set to Simple not Catmull-Clark. In my example the deformation cannot be seen because there is a lot of geometry beforehand. Also give your mesh a Displace modifier. Next press New in the Displace modifier.

subdiv and displace

Press the Show texture in texture tab button in the Displace modifier.

Show in texture tab

Press Open and find your displacement map.

enter image description here

Set you Color Space to Non-Color.

Non-Color

Go back to Modifier Properties panel and in Displace Modifier set Coordinates to UV and decrease the Strength.

Coordinates to UV. Decrease the strength.

Remember to UV-unwrap your object so you get nice result. Next you can export the mesh from File -> export -> stl. Select Selection Only and Apply Modifiers.

result

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  • $\begingroup$ I rly thank you for your time but im a big newbie and dont know how to do a good normal map, not even a bad one aha $\endgroup$ – benjok Sep 21 '20 at 10:41
  • $\begingroup$ Displacement map should be used. Normal map can give you ok results in some cases, but high quality displacement map is a lot better. You can search displacement maps from the internet. A lot of places sell them. You can probably even find free ones for basketball. $\endgroup$ – Joonas Sep 21 '20 at 12:22
  • $\begingroup$ how many faces have your base mesh ? mine with 6 millions doesnt works and i cant/ dontknow how to unwrapped it $\endgroup$ – benjok Sep 22 '20 at 8:41
  • $\begingroup$ The head I used only had 40 000 faces so that shouldn't be the problem. $\endgroup$ – Joonas Sep 23 '20 at 16:15

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