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I love Blender...
Yes, I know, broken record, but I do. And some of the things that have been part of it for ages have most recently been adopted by major production software. Shrinkwrap in Maya is relatively new, but where did it get the idea from? I wonder...
Anyway, here is a short tutorial about using Shrinkwrap in Blender 2.93 to create surface geometry, such as clothing, belts, etc. as well as a slightly more in depth look at what everything does in it. Slightly more.
Quick note: @3.30 I say tangent normal and I actually meant, target normal. Thanks to @CutToTheChasePlease for pointing that out
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