Start upper left corner, read from left to right This is all done in Blender, the question is how to do it in Maya? The video that is referenced is here: https://youtu.be/Nn7mISvVzJk?t=1m19s The research I've done so far has pointed me at Birail, curve extrude, curve-to-tube. Curve-to-tube is the closest to what I want but…
Hello All. THANK YOU. I've spent the last two months (?) learning to model. 0 experience in any visual field. Can't even draw. I went through this thread start-to-finish several times, followed all the links that weren't dead. Downloaded the tutorials, made sure I understood each question and the posted solutions. And so I…
@Suosa It looks like you're on the right track. If the mesh subdivides cleanly, without any major smoothing artifacts, then it's generally acceptable to use n-gons and triangles in hard surface subdivision models. Since this model is going through a sculpting pass it may make more sense to try and add these minor surface…
@sacboi Thanks for you help and the video you linked! I actually had several problems, most of which from the lack of understanding of the fact that I'm trying to do something on a surface that follows not one, but several curves. So the solution was to patch the hole, relax the topology, dissolve useless edges (that did…
Did some more subD practice, would love to hear what people think of these questions. Max methods would be more appreciated. 1-Is it better for trims (please correct me if they're not called like that) to be separate meshes? If so, extrude+detach? 2-Any accurate way of guaranteeing a perfectly round surface? Would love to…
Hi guys, I'm building a small scene of the Star Wars Jedi Council, using mainly the Disney Clone Wars show as my reference. I've started with what I felt was the simplest chair in the scene as a confidence build-up thing, as they are all quite tricky shapes to high poly. Here's what I have so far, Issue #1: There are small…
Hi ;-) First off I want to thank all the contributors in this thread, it is really helpful and I often just read all the stuff in here and learned a lot already. I am a 3d max user and just recently started doing 3D again (after a long brake, 20+ years, the era of Half Life modding and I remember polycount from back than…
I'll be showing the doublesmooth method or whatever you wanna call it. The point is a turbosmooth modifier that respects smoothing groups/hard edges, using it's iterations to control edge smoothness. It has some performance disadvantages, but the main advantage is working with curved surfaces like a cylinder because it…
My point before was if you create the inner cylindrical portion before you support your other geometry, You won't have the right amount of sides to have an "uninterrupted" curve. I'll explain what I mean (hopefully) The border in brighter green(minus one edge, my bad) right now is making a perfect half circle. It has X…
everyone is gonna approach this differently, but some things that I found handy in modelling a car: -Do not cut in doors and such in at the beginning, it's gonna be really hard to keep a nice flow and keep everything nice and even. So cut them in afterwards. -Really stay much lower on the amount of loops you have, the door…