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Any way to replicate how chamfering a vertex works in 3DS Max to Maya?

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I decided to re-word this thread as it might have sounded a bit confusing. Let me get some images to explain.

Maya: http://puu.sh/lNXsL/e8f1c34b27.png

Max: http://puu.sh/lNXEa/17dee3cff4.png

The bevelling across software works pretty much the same from what I can tell until it comes to chamfering vertices. 
Maya will chamfer a vertex BEYOND another vertex like this. http://puu.sh/lNXJx/582a78a37d.png

But 3DS will stop this from happening and generally does a much more even chamfer. 
Maya seems to consider the length of the edges the vertex is on but 3DS doesn't do this, resulting in a much more even chamfer allowing for smoother curves. 

Anyone know a workaround for this in Maya? Would be greatly appreciated. 

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