How can I shrink wrap a cylinder to another model without the cylinder flattening out

I am working on a Spiderman model and want to add more dimension to the suit rather than having just the image texture. So for the black webbing on the suit I would like to use a cylinder to do this but I feel if I could shrink wrap and extrude the cylinder where there should be webbing this would make the process easier. When I try this the cylinder just flattens out and doesn’t protrude from the suit. I was wondering if there was any kind of alternative to this method to make the cylinder follow the contour of the model.

Any help would be appreciated

For the cylinder to correctly follow the volume of the body, erase its 2 faces: the one below and the one above.

Apply a few horizontal loop cuts to give it more faces.

Apply the multiresolution modifier to the cylinder (it has to be on top)

Apply the shrinkwrap modifier configured with “project” and “negative” activated

That way the cylinder will correctly follow the volume of the body. If it’s too far inside the body, just turn up the “Offset” on shrinkwrap a bit. If you need more geometry, increase the subdivisions in multiresolution.

When you are satisfied with the result apply both modifiers (or only shrinkwrap if you dont use more geometry). Then if any area is still inside the body, use the puffer brush that is outside the body.

I hope I have been helpful ;). Good luck with the model!!

Captura de Pantalla 2022-02-06 a la(s) 14.07.55

So, this isn’t a direct answer to your question, but depending on the fidelity of detail you want to add to your model, Peter France has a set of tutorials on making a Spider-Man scene which includes the materials he makes for the Spider-Man character. He says something along the lines of, “Aim to get something/anything working as soon as possible so you can make as many small tweaks/improvements as you can.” I think he was speaking about animation at the time, but this seems to fit his approach to character design, as well. Take a look - there might be something in there you could use:

An alternative method can be to mask the area you want and then extract that area. Apply Quadremesh that comes by default with blender to reduce the polynomials.

That way you get a mesh with a specific shape.

To guide you, you can guide yourself in this tutorial in the first part:

You can use the skin modifier.

https://docs.blender.org/manual/en/latest/modeling/modifiers/generate/skin.html

made in 2.93

spider_web.blend (794.8 KB)

EDIT:
you can adjust the scale of the skin with “ctrl a”