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Subject: Add Pattern to Mesh


Death_Z ( ) posted Thu, 23 July 2020 at 11:02 AM · edited Sat, 11 January 2025 at 11:38 AM

Okay, I'm not good with blender and I've just started working with modeling. What I'm trying to do is add a design onto a mask where it warps along the mask in certain places and is extruded a little bit.

Can anyone help me on this? I've tried to figure this out in Blender, Meshmixer and SculptGl Tried the stamp tools and such not getting the look I'm going for. So someone do it in blender but didn't see how they did it.

Any help would be greatly appreciated.


Lobo3433 ( ) posted Thu, 23 July 2020 at 11:23 AM
Forum Moderator

Any possibility of seeing a screen shot of what you are attempting and which version of Blender are you using 2.79 or 2.8 this will help us in giving you a potentially better answer

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Death_Z ( ) posted Thu, 23 July 2020 at 12:00 PM

This is a mask someone made I'm trying to do a similar effect with my design on a mask I have already.Cursed Skull v6 2_thumb.pngCursed Skull v6_large.png


Lobo3433 ( ) posted Thu, 23 July 2020 at 12:10 PM
Forum Moderator

OK I see what you are trying to attempt you can either accomplish this by sculpting or using a normal texture that has the detailed baked into it and then setting up that normal map in the texture nodes the tutorial below is one of the easier ones to follow that explains this method other topics you might want to look at is baking high poly to low poly which will cover the subject matter more

How to Bake Perfect Normals in Blender - Tutorial

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LuxXeon ( ) posted Thu, 23 July 2020 at 2:44 PM

I would subdivide the model until the polygons are extremely small, then use the sculpting tools with dynatopo to draw the designs on the mask. You can use the mask brush to create the pattern, then invert the mask and use something like the inflate brush, or you can try out the new Face Sets brush to do something similar. Sculpting is the key to this type of pattern. In the end, you might have a model with over a million polygons, so then it would be easy to do what Lobo suggested and bake that mesh to a lower poly mesh as a normal or displacement map.

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HMorton ( ) posted Fri, 07 August 2020 at 10:38 PM

Just draw a displacement map on the UVs. Done.


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