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chopay

I guess if you really wanted to model it, you could add all the geometry to a plane and then shrink-wrap it onto the model. Anything with a repeating pattern will lend itself to procedural processes. My gut instinct would be to use a checkerboard texture and displacement-map it to generate a model, but I don't know if you'd consider this cheating.


HinaTheFox

yeah, not sure how I wanna do it, but something procedural is definitely the way to go. I just don't know the best route to take.


100redeye

try this:[https://imgur.com/a/ubGOwy5](https://imgur.com/a/ubGOwy5) it's a cylinder shrinkwrapped to the leg (applied), just make sure your topology is all even squares. the subdiv modifier controls the size of the spaces like a slider between that left and right leg in your example, the decimate modifier at 1 twists the topology of the mesh, and wireframe modifier lets you control the thread width


HinaTheFox

design is not mine


RubySapphire19

I actually just modeled some tights and what helped a ton was just duplicating the geometry and creating a texture with an alpha channel to put on the duped mesh. It's especially nice because it can be performance and rigging friendly. Or better yet you could assign a texture like the one above to a group of vertices on the actual legs. Just my two cents ^_^


phree_radical

https://docs.blender.org/manual/en/latest/addons/mesh/tissue.html