Thanks for replying. I’ve designed and printed piano keys on a piano that’s only an inch tall, so no problem on the level of detail—.01mm embossed detail is ok, and the bumps wouldn’t be deep enough to be defined by the rapid prototyping folk as a “thickness” as opposed to “embossed detail”.
This is a commercial figure that is an inch tall, and although I could sculpt texture on a smooth ball after output, the goal is to eliminate that step.
So is there a way I can take say an 18 point sphere and just depress every-other vertex inward toward the center a small amount without hand selecting every second vertex? Or alternately selecting every second face and doing the same? If I could just select a pattern like that easily, I could resize the selection in or out. When the whole thing is only 1mm round, it will look adequately bumpy.
...Or any other method that might work. There are still big segments of the body of knowledge I haven’t learned yet, and surface texture beyond simply displacement tweaking is one of them. Is there a tutorial on normal maps you would recommend?
Thanks for your patience with me!