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i am making a model, my goal with the model was to replace his inner body into a span of cables like you would see in si-fi movies, or maybe games like fnaf so that the inner body even though replaced, the cables have the same proportions as the inner bodyenter image description here, i tried to make a Bezier curve, then shrink-wrap it to the model then convert to mesh,enter image description here enter image description here enter image description here however that's extremely time consuming, and when I convert to mesh, the cable has too many vertices, along with this the model in question is for a game that I will be working on, I need a certain amount of vertices, this and when I try to reduce the amounts of vertices, the cables look off and not what I want, I need it to lay on top of the model, but his entire body is made of wires in certain directions for his body, arms, legs, head, if anyone could help me with this I would be most grateful,

also if you cant answer this part its fine, I would like to know if I would be able to cut the wires in a way that his eyes would show, and his mouth would show, without ruining the flow of that specific set of wiresenter image description here

this is a small reference drawing to just show what i mean when i want the wires to form a body enter image description here

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  • $\begingroup$ sure thing, also the little pat at the end was related to the ret of the question as parts of the mesh have holes and need cables to be removed, thanks for informtion, i will add some drawing of what i want it to be like, thank you $\endgroup$
    – JustImpact
    Jul 11 at 8:56
  • $\begingroup$ what about normal maps? $\endgroup$
    – moonboots
    Jul 11 at 9:08
  • $\begingroup$ could you explain about what you mean with normal maps?? $\endgroup$
    – JustImpact
    Jul 11 at 9:15
  • $\begingroup$ yeah actually yes, but more organised to give it more of a brand new feel, not clumped together like ennard, but yes i believe something like that is what i am inspired to make $\endgroup$
    – JustImpact
    Jul 11 at 9:32
  • $\begingroup$ you could do it for real with cables that you make with cylinder that has array + curve modifiers, put the cables all over the body, then bake the normals so that you'll be able to fake the cables on the surface of the body and maybe just keep only several of real cables $\endgroup$
    – moonboots
    Jul 11 at 9:46
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You could create a cylinder along a curve with the Array and Curve modifiers (1), duplicate the body to keep a low poly somewhere, put the pipes on the body, apply the modifiers, merge the pipes with the body (2), create a new material for the low-poly object, create an Image Texture node and a new image (32 Bit float) in this Image Texture, bake the normal of the high-poly to the low-poly, plug the normal map into a Normal map and plug the Normal map into the Normal socket of the Principled BSDF in order to see the fake 3D (3):

enter image description here

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  • $\begingroup$ you have no heart!!! What did you do to suzanne!? 😱😳😳😳😳 +1 because i think you did it not on purpose.....! $\endgroup$
    – Chris
    Jul 11 at 10:32
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    $\begingroup$ I saved her life! Now she's Cybersuzanne! By the way I have a bug with snapping the curve to the surface, I don't understand why... $\endgroup$
    – moonboots
    Jul 11 at 10:34
  • $\begingroup$ that's because you give so much pain to suzanne...😢😢💁 i didn't even know that you can snap a curve to surface....🤦‍♂️ $\endgroup$
    – Chris
    Jul 11 at 10:38
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    $\begingroup$ actually it looks like if I use the curve as the Curve Object of my object it can't snap, weird, so the solution might be to first snap the curves, then use them for the pipe mesh $\endgroup$
    – moonboots
    Jul 11 at 10:40
  • $\begingroup$ or you convert it to mesh...and then snap ;) $\endgroup$
    – Chris
    Jul 11 at 10:42

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