I wanted to make this thread for an issue I have decided to personally tackle and that is the generation of a 3D Membrane. So far I have come up with these solutions:
First solution involves using an Edge Detection Function (which i’ll likely have to write) to generate vertices (dots which connect to form triangles) that form half the outline of your cell’s membrane. Then those vertices would be duplicated several times and rotated around the thinnest axis of the shape and connected in such a way to form triangles. I will demonstrate this method manually later today.
- Biggest issue I forsee is that this will result in perfect symmetry every single time and tendrils/protrusions will have to be marked and handled seperate somehow or else they will just form cones and protruding rings on the cell. However this method I feel will result in things which can be UV unwrapped and auto textured very well. I’ll have to try and find out.
The other solutions is to use spheres which automatically fuse/meld together and form smooth shapes like Z-Spheres from Z-Sculpt. Meshes made this way usually have to be remade in other programs for games so i am unsure if that’s the right way to go but, it’s worth looking into as well.
The biggest reason I wish to do this is so that shaders may be applied to the cells, which will make the game look much nicer. Also animating 3D shapes is easier in my opinion than 2D.
Please give me any opinions or ideas.