Just an FYI, this and your last video had "poppy" audio. Other than that, really enjoying the series. Working on a War Dog project just now and some of these have really helped.
Thanks. I realised this during editing. I think its a change I've made to my hardware setup and I've now changed it so the next video should be back to the normal audio quality. My apologies for any annoyance caused.
Can you project both methods to a surface? I believe the second one should work, but would the first as well? So if you want to project to a cylinder for example.
Great question. You can get both onto a surface but I would probably use the shrink-wrap modifier. You might want to use an offset to that modifier to perfect it. I would say that if the curve of the edge you're trying to get it to conform to is quite extreme you'd probably be best off with with curve method and then just move the points and rotations to match the shape.
@@ArtisansofVaul Would it work to add a loop cut or slice the model at the point you wanted to add the filigree to the surface, then select those vertices, separate them from the mesh, then convert them to a curve to use them to conform the filigree to? That way you know the curve is a perfect match for the surface.
@@MartinJamesLittle Good question. It would but you would need to be careful as if you rotate the curve point incorrectly you would change the curve anyway. Also you would have a lot of points to have to curve, which would take away the benefit of using this method. If you were planning on doing this on a shield or curved surface you were going to use the bend modifier on you would be best off creating the filigree and adding it to the flat shape, then using the dice tool on Hard Ops to cut everything together before using the bend modifier (but that requires some forward planning and to be creating something that can be made flat to begin with.
Just an FYI, this and your last video had "poppy" audio. Other than that, really enjoying the series. Working on a War Dog project just now and some of these have really helped.
Thanks. I realised this during editing. I think its a change I've made to my hardware setup and I've now changed it so the next video should be back to the normal audio quality. My apologies for any annoyance caused.
Brilliant! The audio issue wasn’t too bad. I liked the look of the second method
Yeah I prefer the second method too. But there are occasions where the other is helpful for other things so I thought it best to include both.
Thanks for making this. I'm making a 30k Emperors Children Knight, so putting filigree plates all over it is essential! Thanks once again : )
Sounds like the perfect use! EC and Blood Angels seem like prime candidates. Maybe Custodes as well!
Can you project both methods to a surface? I believe the second one should work, but would the first as well? So if you want to project to a cylinder for example.
Great question. You can get both onto a surface but I would probably use the shrink-wrap modifier. You might want to use an offset to that modifier to perfect it. I would say that if the curve of the edge you're trying to get it to conform to is quite extreme you'd probably be best off with with curve method and then just move the points and rotations to match the shape.
@@ArtisansofVaul
Would it work to add a loop cut or slice the model at the point you wanted to add the filigree to the surface, then select those vertices, separate them from the mesh, then convert them to a curve to use them to conform the filigree to? That way you know the curve is a perfect match for the surface.
@@MartinJamesLittle Good question. It would but you would need to be careful as if you rotate the curve point incorrectly you would change the curve anyway. Also you would have a lot of points to have to curve, which would take away the benefit of using this method. If you were planning on doing this on a shield or curved surface you were going to use the bend modifier on you would be best off creating the filigree and adding it to the flat shape, then using the dice tool on Hard Ops to cut everything together before using the bend modifier (but that requires some forward planning and to be creating something that can be made flat to begin with.