Back again with some progress! I'm still battling with my inner demons from time to time but it seems like I've overcome them for now and I've got some work done. Hopefully it'll be smooth sailing from now on :) I made a first attempt at sculpting a prop in zbrush! Jeff Parrott's WORKFLOW SERIES: THE TREASURE CHEST from…
Hey, this is a good start, but just a few tips: Think about the overall theme and design of your characters. Try to use repetitive shapes that will act as motifs in the over all design, and also try to have breaks on your design. What I'm seeing right now is very somewhat continuous and not enough "big reads" on the upper…
Thank you very much Vig and Muzz for your Input. My attempt was to make that ship more roundish (?) as it should. Just unifying the vertex-normals (or soften-edges or smoothing group) for a smooth look didnt give me such a nice result. I tried to check out if it will speed up my workflow if I just bake out the basic…
Yo fritz. Smoothing groups are just a quick way to add hard edges to a mesh. They don't affect sub-division, unless you specifically tell Max to do so, and they generally do not translate between programs. Better to use bevels or chamfers, those do translate between apps. Usually I find it's best to assign a single…
Greetings Polycount; I am having an issue with removing edges from the mesh in Maya2011. It allows you to remove the edges from the mesh that I am working on perfectly but when it comes to continuing on editing the mesh that I am working on it shows that I have vertices left behind from the places I deleted the edges from.…
So I've been using merge to center for a lotta things. I've never had this problem until using this version of Maya though. When in edge mode, I select one edge, select merge to center and it does its job! BUT, now it switches to vertex mode after doing so, even though I was in edge mode! So it basically defaults to vertex…
Hey guys, There is this one thing in max that I was never able to do properly. If I want to remove a piece of geometry I usually select the verts and hit ctrl+backspace (to remove the verts as well). But how do I remove the verts/edges without ruining the underlying geometry? right now i always end up having to manually…
I was just thinking if there were any other ways to achieve sub-D models with polygon modeling without having to add support edges. Isn't there a modifier out there that enables you to define edge sharpness (adjustable value in modifier) that doesn't make you put in any control edges on the initial mesh? I'm just curious…
I was hoping to get some advice on modeling a certain piece of a cylinder. I've been trying retaining edge loops and crease sets modifiers (with both turbosmooth and open subdivision) but I can't figure out how to get this to look correct. Here are some screenshots of what I've tried: These first two show the object I'm…
I have max 2009, so I am not blessed with the privilege of having the Graphite modeling tools. I would like to use the Illusion Catylist "PolySplitRing" to insert support edges in my geometry rather than using the the Connect button. The only down side is the "PolySplitRing" doesn't embed itself into a "Edit poly"…