I am currently transitioning from 3ds max to Blender and i was trying to achieve snake scales along tapering body in 3ds max but without success.
First i thought of using array in max but the problem is the scale factor in their array system that make each scales getting a wider gap as you get to the tail.
Here a picture and A is the result i get and B is the desire result where space between each scales are even.
Well it’s already better than my result in max but regarding the gap getting wider it’s probably related with the way the algorithm calculate the center of the object.
The main issue for me is speed and since i have tendonitis problem i am trying to automate the whole job since moving every single scales to the correct position will probably wreck my wrist and take quite a bit of time.
Did quite a bit of Googling on how to make scales along a tapering snake body and nothing came up in all the main software’s.
You could also texture paint it and use Rake option with a scale texture brush. It would not look bad especially if You add the same texture as a material and turn on the Geometry option. Just a thought really as i am not sure what purpose are You making it for.
At first i tried something similar in Mudbox but applying the stencil was a nightmare since matching each section getting smaller toward the tail was not an easy task.
I also tried to make the complete body length scales as a stencil but again placing it correctly to match spacing of ventral scale was almost impossible.
It’s a cobra that will appear in many part of a game and in a logo so i have to get it right.
The scales are modelled, arrayed and coloured.
Then, its rendered and baked to diffuse texture and normal texture to improve performance for realtime.
I am on old i3 Intel HD4000, UpBGE.