You could use the Shrinkwrap-Modifier in Projection mode. It projects the vertices of a mesh/object (A) onto another object (B) using the local coordinate system of the object (A) for projection direction.
Am 02.06.2012 15:30, schrieb Leonard Ritter: > Hi there, > > I'm writing to this list because I have not been able to find an > answer through the manual, Google, the Blender artists forum and IRC. > > I'm looking for a way to deform 2D meshes/curves (from e.g. an > imported SVG) so that they provide surface texture to a target mesh, > using the target meshes UV Map. The idea is to use sharply defined > meshes instead of images to texture surfaces. We want to use the > technique within the game engine for a particular art style we have in > mind. Currently we just plaster imported meshes on surfaces, but that > proved to be rather difficult with more complex surfaces. Here is an > example screenshot from the BGE game > https://twitter.com/#!/paniq/media/slideshow?url=pic.twitter.com%2FLrPeGV85 > - note that the bridge is largely flat... if the bridge was flat or > had more slopes, the task of texturing the bridge with meshes would be > too huge to manage.) > > Now, I'm planning to write a script for this myself if the > functionality were not available, but first I really want to make sure > I'm not wasting my time here. > > Could you possibly tell me if the feature was available in some form already? > > Thanks, > > Leonard > _______________________________________________ > Bf-committers mailing list > [email protected] > http://lists.blender.org/mailman/listinfo/bf-committers > _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
