Okay. Here is my question: I want build a wall around my scene just like the guy in this tutorial (7:40). Problem is, I'm using Maya, and I don't know how can you do it like that there. I know you can do it in 3ds max using loft (gif), but it's not working in maya. The only way I'm thinking of, is using extrud along the…
Hi guys! I'm having problems in modeling an arm bandage in Maya. I've tried using curves and extrudind, but the object randomly twists:(. Is there another way to do bandages? Example:
mutantspoon's was max specific I think, funny thing is a buddy of mine was trying to do this exact style stuff in maya the other day, ill pass it on to him for sure. thanks.
is there something similar to the shell modifier in maya? whenever i have pressed metal pieces i always model tht shit like it's a flat plane then apply a shell mod
Forgive me. This is my progress it's stylized and its a little warped and cartoonist. Similar. There are a lot of different selectors. What i have. 3 is for Smooth Preview (Maya) & W is for Wireframe.
@FrankPolygon Thank you very much for the reply! Out of curiosity, what is the tool you're using to create the first boolean cutter? I've been attempting it using lattices but it doesn't come out quite right. Using Maya 2024 by the way.
I haven't tried it yet but the Maya 2014 extension claims to have an all new Boolean algorithm. I'd be curious to see if it finally has caught up with the booleans in max or xsi.
Well if your using maya I say you could play around with extruding vertex on a sphere, kinda like how some the guys on here make diamonds for gun handles.
The handle on this axe is a nightmare. Using quad draw in maya, I can build out a 2d version with good topology just fine, but giving it curvature and depth is not going well. Using a cylinder works for the basic shape, but adding details while keeping them all in 1 cage is a nightmare. I am sure I could just drag a basic…
Here is how I do wraps, probably not the best way, and is a bit of a cheat as it doesn't truly wrap around, but here is what I do (and this is in zbrush, not maya, so might be totally useless)