Geometry to curved surface *In Blender* :)


So… This is Paul here, and I was watching
a video on how to set out a geometry on top of a curved surface… Somebody was asking about it. “Oh I can’t do it in Blender.” There actually is a trick to do it in Blender. It’s a little bit more involved because the way the tools are set up.
But… You can do the exact the stuff in this
video by Aramis and get the same thing in Blender. I’m going to show how, as it’s easier just to make a video to explain it.
And to try to describe it in text and anybody else using Blender will be able
to figure out. So here we have (it) in Blender and this is like the end result of the
things wrapped on a sphere. (And fine.) So what we have here is a sphere obviously.
(A sphere mesh.) And the shape we want to apply to the sphere I guess I’ll scale it down a little smaller,
or make the sphere bigger? (Make the sphere bigger.) Apply a rotation, scale, and… So now we have like that.
This is the sphere this is the shape. Okay! So you’re wondering
how to get that on there? First of all with the shape here Wireframe here. Make sure whatever your mesh you’re applying has enough geometry to actually
take the deform first. So if it is not high enough poly(gon) it won’t deform to the shape.
So you want to make sure you have enough mesh there. And I just had to show you that first. Okay. So how do we get to deform to the sphere?
And what we’re going to do, is use the mesh deformer. So what I’m going to do is select
this object and I’m going to snap the cursor to it. Just so I have the location
pretty close and I am going to add a mesh plane and scale the point just a little bit
and the plane above the object like so. Now I got that I’m just going to
apply rotation and scale like so and… What I’m going to do next is subdivide the plane.
Subdivide, and increase the number cuts a bit just so I have enough density to work with. I think this should be fine for purposes of this. And this is
the plane that controls it. And when this is done you won’t see here you’ll delete it.
And just so we can see what’s going on I’m going to turn this to wireframe
for the plane and draw all edges. So you can see see the grid. You don’t necessarily have
to do that, but it’s nice to see and what I’m going to do because if I were to…
– I don’t need this subdiv or this modifier on right now so I can take that off. Okay.
If I were to add the mesh deform right now and bind it to that plane, it wouldn’t work
since it’s a 2d mesh. So the trick to this is to make this mesh into a solid, but we
want this mesh as the surface to be the one that snaps to it. So it takes two
modifiers and I’m just going to have them in different order and change the [modifier] stack later.
So first what I’m going to do is pick mesh and add a solidify modifier to
it, make it thick enough to envelope the whole mesh here. That’s how the mesh
modifier works, you have to have a solid. So now that we have this modifier in
here, it’s going to be treated as a solid with the other modifier. So that’s fine
there. Now I can apply the plane, And I can even bind it. And now because
this is treated as a mesh as long as you don’t apply this, it will act-
If I go to edit here, just the rest there is just being generated by the modifier, it will follow.
So see, it will work now. that’s where if I didn’t have that
modifier on the plane it would not be treated as a mesh modifier. Okay. So now how do we get it on the sphere? So what we do, or what I’m going to do, is also –
to keep this within the confines of the mesh Yeah – you’ll also have to parent it, to keep that an idea… So I’m going to select this grid
object thing and select the plane I’m using for mesh modifier, and I’m going to
parent it so it stays attached. So now when I rotate this, (yeah they’re attached)
and I’m going to rotate this by 90° Aaand… Put it up against there like so… You know what?
I’ll – probably – actually parent this to the sphere. so it will follow the contour. Look now. Okay. 🙂 (You know what? I didn’t want to do that.) Just clear the parent here.
I don’t need the parent for that. 🤦‍♂️ What I want to do is actually move the cursor
to that, and let’s leave it like so. So that follows around. Err… Okay. That’ll be cool. That’ll work!
And this is about… And what I want to do here is add a modifier. In this case I’m going to
use shrink wrap, sorry about taking a little long to get there. Okay.
(Shrinkwrap? Where is it?) 🤪 (Putting that before shrinkwrap.)
And instead of having this on top,
and this one on the bottom here. I am going to move the shrink wrap
above the solidify. Now it’s on top and it will happen first.
Okay so now I’m going to make the target the sphere, and it goes into the
sphere. So what we want to do is keep above surface, and increase the offset of
it until our other piece comes out. Now we can see it is conformed to the sphere.
(So… If I were to do that. [referring to movement]) Rotate this… And it’s now on the sphere like so. 🙃 And twist it on [its] normal, and Now we have this piece
conform to the surface of the sphere just like in the other video.
I hope that wasn’t too confusing. So you want to keep the shape, right?
So… There. I got the grid selected and what we can do is apply it. And now this shape will be held.
But if we try to delete this thing, this thing will snap back. And we like the position
of those too. So what we do is hit Alt-P, clear parent and keep transformation, and
then we can get rid of this other junk and delete it. And now we have the mesh as
that. And subdivide it to make it look smoother there. And there you go. You can cut out stuff
like they did in the other video with the knife-cut and stuff. So they’re
not – it’s not too hard. It takes a few more steps because the way tools are setup, but the same result can be done in Blender just fine. Alright there you go! 😊 👍

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