You could duplicate the inner faces of your strap, separate as a new object (Strap2):
Give your strap a Surface Deform with Strap2 as Target. Give Strap2 a Shrinkwrap modifier with your leg as Target, tweak the Offset value a bit:
You can import them using the function "Image as planes", then usa a node setup like this:
Don't forget to set the blend mode to "Alpha blend".
The image will be visible only in Look Dev and rendered mode.
The topology might not be ideal for the quilted pattern.
The diamonds (quads) are surrounded by large N-gons, and the diamonds are duplicated. Removing the duplicated vertices doesn't help.
But if you add a Bevel modifier limited to the diamonds vertex group and a level 1 Subdivision Surface modifier you get a nice quad mesh:
I had no idea how you can ...
This happens because of your cuts.
If you don't have the cuts, this happens:
So one solution would be to dissolve the edges near edges.
What you could try too is to change the modifier to complex and "play" with the merge value so you can get this:
A week is long enough to suffer and this hopefully will cover me for my good deed of the day.
You need to do two things before baking,
Add some lamps to illuminate your object.
Add a new Image Texture in the node editor for each of your two textures.
This new image will be the image that they will both bake to.
First change the Preview Mode to ...
Yes ! you need to use shrinkwrap method of curse
You need to join you dividing plane to your mesh :
then you need to project your surface with desire amount of resolution and apply everything
then you can select flat (extra faces) by select > linked > linked flat faces and remove remaining dividing faces .
and choose open edges by double click ( or ...
You need to use all the modelling functions to create the geometry. In order to use them, you first need to learn them. This might take more effort and dedication than you expect, so being prepared for dedicating some time to it might be a good idea.
Going through these menus(in edit mode) and learning what each function does would help a lot with this kind ...
Array and Curve vs Array with Object Offset.
To demonstrate the difference between two setups. Add a simple joined 2 edge mesh. -1, 0, 1 along $X$ axis (all y and z coords 0)
Array & Curve
Add default Bezier circle, and on edge mesh a default array modifier, fit the circle and a curve modifier also pointing to circle.
Notice that the mesh is deformed ...
Select the edge where you want to rotate the corner in edit mode, then SHIFT + S --> cursor to selected (1). Set the transform pivot point to 3D cursor (2). Select the vertex you want to rotate and rotate it (3).
The exterior of the bottle makes a transition from rounded-square to circular profile:
..here, a loft, using Bridge Edge Loops between a plane with its corners CtrlShiftB bevelled, and a duplicate of it, put through Loop Tools > Circle.
CtrlB Bevel the top circle to reference, scale the inside and extrude, to form the neck of the bottle. Give the bottle ...
I don't think collision detection for bones is possible. There are bone constraints but they are for planes like a wall or floor, see Floor Constraint.
As suggested by moonboots in the comments here (How Do I Add Collision For Armature) you can use Blender's physics to have collision detection. That's Cloth and Softbody simulations.
You need to
add low-poly ...
To nondestructively displace a mesh, you use the Displace modifier. The modifier takes a texture to modify the mesh with, which can be any of a number of built-in procedural textures; or you can use an image texture.
The mesh you wish to displace must have enough geometry to be distorted, of course. Here's an example with a plane:
Create a plane
In edit ...
When you change the active action in the Animation tab, you are changing the action for the currently selected object. At the beginning of the video, the object you have selected is the armature - this is correct. At the end of the video, the object you have selected is the headband mesh - this is incorrect.
The red squigglies are shown on curves that target ...
The devs changed knife project for 2.93.4. I think it's a bug, but here's the new method
In object mode, select only the object you want to project to.
In edit mode, select the cutter object using the outliner.
project as usual.
Keep the file structure. Then take one object and add a weld modifier and see if that doesn't do the trick. If that works for you then select all objects with the one with the weld modifier last and go into the object menu and link modifiers. That will put a weld modifier on every one of the objects. Next with all of them selected you can again go to the ...
It may be easier to model those lines and details with hard surface than with sculpting. I don't know any addon that helps you to draw straight lines but when I sculpt I am using this:
It stabilizes your brush and make it easier for you to make straight and nice lines ,but it still takes some time to learn as well.