Tool: Topology: Edit Topology Similar setup. I started with a cylinder in an external program and extruded it, although you could create the basic mesh with a zsphere/edit topo again as well. From there I brought it into zbrush (pic), converted it to a zsphere / skin (pic and pic), and added thickness to it (pic).
Zsphere topo in ZB works great, and is quick. There is also the topology brush but it can be a pain. If you use Modo then the topo pen is a great option. for the pointy extrudes you can use the zmodeler brush. But as I mentioned above, creating the basemesh using Zspheres at density 1 is very fast.
Yea collars can be tricky. I usually make them as a separate single sided mesh then use Shell(max) or extrude backwards(Maya). This makes a (more or less) uniform thickness throughout the collar. Just follow the neck/clavical topo closely and weld it together when you are done.
If you're talking about the paneling, I actually did that first. I took the Geo that was already on the AWP and selected sections of it to extrude. I then baked that onto the body in xNormal, and messed with the colours from there. I used a lot of overlays in Photoshop to retain the metal texture on everything while…
http://dl.dropbox.com/u/55036472/Video_2012-06-16_090237.wmv here you are. I just extrude and snap the vertices on the surface the cloth stays on.Max has snap on faces too. You need to sculpt it after you finish the base, i can't help you with that...but it's very easy.
The main shape can easily be sub-d modeled The intricate work can either be done in Photoshop with height-maps and normal map converters or You could create them with splines and use the extrude modifier in 3ds max to beef em up a bit and then bake them with the rest of the sword
Ok, today I stumbled on a new problem in Maya when polymodeling. When I extruded an face the edges of the face got dark. (see pic) Tested to harden/soften the edges but it didnt do any difference. Any tips on what I've may have done and how to fix it again? Thanks a bunch in advance.
I've been trying to learn some max recently but i'm so damn slow in it compared to maya. One thing I like about it though is the fact that I can make a spline and render it into geometry, whereas in maya I have to extrude a circle or cylinder along it. Is there a way to simply turn a NURBS curve into geometry?
Quick noob question. How does one model glass for use in games,Do you just model a flat plane and texture that or would you give it depth by extruding it and texturing both sides? Not sure what the norm is when set up in a game engine. For example, something like the glass of a clock face or something like the image below:
So I'm trying to learn Maya and I'm making a Star Destroyer as a first project. I'm using this reference: In Modo I would just make the shapes of the projecting structures on the top of the spaceship and the extrude them down. I'd then use linear falloffs to make the surface match the angled hull. Is there a quick way to…