So I've got a good number of questions about certain tools or lack thereof in Maya, and for my first post, it's specifically about something that max can achieve.
Looking at a friends workflow as well as other tutorials done using 3ds, there are a couple tools that they have at their disposal which I am sure maya can achieve as well. However some things are just different even though they're the same.
Say for example:
Exhibit A
1.Lets say I'm going to make a circular hole. Chamfering the vertex in the center would work in max. (the following picture is from maya, but I used a cylinder as a guide to emulate the result of max)
2.So when I try the same in Maya....
So it's understandable that the process is calculated differently by both max and maya.
I did a search up in technical talk, and I'm pretty sure I've missed the answer somewhere but for the love of me I can't seem to find it.
So as I know, Max has "spherify". The closest thing I could find to this was "average vertices", which even then doesn't produce perfect results.
3.What "Average Vertices" produces
Was just wondering what you maya users do? It's just one of those small things that would really help me in the long run.
Cheers.
Replies
Get rid of those edges running from corner to corner (so just have 4 quads) and then chamfer the middle vertex. Chamfer the 4 vertices created and adjust the distance a bit until you get that circle, then clean it up.
Yea, thats what I usually do too. Either just scale the verticies to match, or vert snap them to the edges if I really need to be precise.
Edit: Didn't quite work :P
couse absolute ofset get "as target" just this thertex - it's absolutely circle, no matter how many edges is.
Me 3 I guess I'm used to doing a couple extra steps by now, just looking for some conveniences that maybe buried deep in the bowels of the menus, cause I'm still discovering new tools for new methods everyday.