Hi Adamwilkes,
“It’s just the precise cutting of the pattern which i would like to achieve.”
Here is my suggestions, please check the file.
I took a flat triangulated polygon and deformed it randomly. This result was then projected on the “body”, in the attached scene to a Sphere. A real body might force you to set up a good UV map, so the projection works fine. (In the Surface Object you can use the Offset parameter, to have the triangle initially “under the skin” so they can move through the skin later on)
In the moment this was done, I used the “Object Manager>Objects>Current State to Object, to have a Polygon Object only. (If you like to leave that step out, the Polygon needs to be a child of a Null and the PolyFX is then as well a child of the Null)
In the UV Manager, I selected all polygons of that triangulated object and used the UV Max function in the UV Manager. This creates a nice triangle for all polygons equally. Which allows for the texture with the border to be applied in a simple way.
I have used polygon selections to determine where each of my three textures will be, you have more, but for the sketch here three is fine.
Anything else is from here on PolyFX and Random Effector based.
The Cloth Surface is not needed, but in case you like to have thickness, use it. The texture will use the border for the sides.
I hope that helps.
I think that is the fastest way to do it, especially compared to Subsurface Polygon Displacement methods, which would create very long render times. Here the preparation might take some time, but you stay most of the time in polygons, which might be a good time to get the Polygon Pen to know, for some detail work perhaps.
Good luck with the project
Sassi