place edge loops were you want grates to be, ring select all the edge that go to the center and do a small bevel on them. loop selection all the edge loops you added in and do the same with a small bevel. than start selecting faces in the right pattern, and extrude them down a bit and delete the faces.
Here is the first bake, The skull seem very flat even though I have a separate geometry from the blade, a friend suggested that I should extrude it out a bit so I'm going to try that. Sitting on 951 tris so far, and the gryphn was made in Photoshop. Let me know what you guys think!
I like the model viewer window alot. But I'm getting some weird results. I can post a pic if you want. It happens after I adjust the level of detial sliders a bit. All of a sudden it woull look like the bumps are extruded 3 times. The normal map is perfect, but the render window looks odd.
What's wrong with xNormal, I have the most simple scene with 1 high poly cylinder and 1 low poly. The high poly has just one inset ring and one extruded ring. xNormals normal maps generated looks like in the image linked below. Any ideas what's wrong? http://done.pp.fi/xnormal.jpg
Having some problems with the surface noise function in zbrush hope someone can help. I get the kind of result i want in the preview, and it doesnt matter how high the polycount of the mesh is, when i click apply to mesh, the mesh extrudes outwards and i get a very weird result, even at 11million points. so anything im…
Super new to 3ds Max here, and to modelling in general. I have a bunch of NURBS curves that I made relative clones of. I want to extrude these relative-clones into NURBS surfaces without affecting the original curves, but I can't figure out a way to replicate the NURBS Curve modifier above the grey bar. What is the proper…
If your curved model has symmetrical topology you can try using "Poseable Symmetry" to lay down your details. However, you might need to make some topology modifications. For if the topology is too uniform (e.g. extruded plane) you won't be able to use it.
Quick Pipe and AFAIK any other piping/extruding tool that uses the Maya curve system doesn't work on hard angle :p I've talked with someone on this matter and they gave me a lot of pointers as to how i could solve this and I've been working on it for version 2.0
Block out your basic shape first. Extrude your arms and legs and head, give him some feet and hand shapes, then refine from there. You'll have a much easier time once you can clearly see how everything is supposed to fit together.
now we can extrude edge like max and solid chamfer with this https://github.com/Byron/bsuite. it works with maya 2015. can someone with experience C++ maya plugin compile it so it works with maya 2016? i think he share the source code too.