Wow I should've put my question on here. Didn't realize this was a question and answers thread on sub-D. I'm definitely going to be coming back here within the next couple of days since I'm going at sub-d's in Max. From the little I've read on the thread, it seems easier to do sub-d modelling in Max than in Maya. True or…
Hey folks. I've been beating my head against the wall about this in Maya. My skills in the program aren't as proficient as I am in Max, however I come with a simple question. I've been having a hell of a time replicating the vent shape in the reference image with my Geometry. Currently my Vents feel a bit too square for my…
Hi all, I am trying to figure out a simple question: Is there a nicer way to extrude into the mesh and clean up extra geometry in 2018 (using Maya)? I found following post in 2014, it was asking exactly what I am trying to achieve. But the instruction given is confusing to me.…
Hey, is it alright to ask about something gone weirdly wrong in Zbrush? Not topology related. if it's not by all means delete this post I imported some shapes from Maya and noticed a small gap between them when there is none in the maya scene. This turned out to be a real problem for texturing as it means there are blank…
I use 3ds max and i really recommand getting a plugin for max where you add a line along a ring of lines, like that tool that is standard in maya really helps speed upp highpoly modeling imo. :)
how to model the middle joint of Y shape ?i just model two polygons but no idea to the joint ,need to use which technique in maya to joint smoothly ? http://imageshack.us/photo/my-images/138/63906018.jpg/
@rage288 if Maya can do that with splines, I've never seen it- you get the two 90deg angles trying to blend like you show in your manual gif. It's doable that way, but I'm too anal about skewing.
Watching this is on Maya looks faster xD Thanks for the tips though. I tend to do low/mid poly meshes and then paint in normals to save time but the team wants to do high to low poly models and then bake the normals.
It seems like a good idea to use these approaches. As a Maya user, I do not have any of this fancy modeling stuff. But I like to retopologize intersection of tubes with quad draw, it's still faster than doing it the traditional way.
On your subdiv models, don't forget that in modo, the subdivision algorithm is different from 3ds Max/Maya/Xsi. A hole (cyl) from a box, is not so cylindrical in Max as example. 8 sides for cyls and holes are better than 4.