Thanks for the videos, I will give them a study :) Way back in Curvy's early history it was going to work like FreeDimension drawing curves and stitching them with sheets to make a freeform surface. However while this worked - it was much more complicated to use than a sketch&sculpt workflow. Also in earlier 2.0 Betas…
I'm an hobbyist so I don't have tons of knowledge about this topic but, https://youtu.be/Nn7mISvVzJk?t=52s (watch up to the 3 minute mark to understand the gist of my question). So obviously it's easy to create a polygon along a curve, for this guy his first 2 curves he talks about has an identical workflow compared to…
I know I can increase my brush size and tap the curve to adjust the object size, but the curve resolution becomes lower the bigger your brush size is. If I then decrease CurveStep to counteract this, my inserted mesh overlaps along the curve... if I turn on "stretch mode" to then counteract that.. my mesh is then squished…
I've got a simple bipedal model I'm working on, and I just finished rigging finger curl and grabbing animations on each finger on the left side. I've driven the keys for the animations through a control curve which the hand is constrained to so that it follows it as it moves. How do I copy all of this over to the other…
Hello, I recently watched a hair tutorial, it was using Max's Path Deform Binding(WSM) to place hair card. Obviously, he was duplicating each card after he place it, and tweak the curve for next one. I'm a Maya user so I wanted to apply this method using Curve Wrap and it can perform similar thing for the first card but I…
Hey, fellas. I've been trying to make some hair in 3ds max using alpha planes and whatnot but stumble on creating nice and curvy planes, like on this picture: I can do it by hand, moving vertexes and whatnot, but my result is always messy and not that pretty. How do I go about creating something as neat and tight as these…
I would like to make this When I use an IMM Curve Brush in ZBrush to create a decorative pattern, I scale the inserted mesh using size graph in curve modifier tab. But from the side view, I can see that the scaling is based on the center of the IMM mesh, not the bottom of it so when I scale it down, the mesh ends up…
The point is, you can use the _curve based_ modeling aproach (for example create a "curve" cage of a face from photo or a car from blueprint) in a traditional subdivision modeling environment. Of course you can edit edges / point faces like you would do in traditional modeling. But one of the advantages I didn't described…
I created a grid with an underlying curve and the "poles" are splines instanced on the curve points, poining up, the base curve gets duplicated n times and they are placed along the instanced splines forming "rails". It all works well, but the problem I face is that: when I split the underlying curve into two splines, the…