i agree if its pure sub'd but for sculpting a grid like structure actually saves you from having to subdivide too many times and can really help avoid pinched details mayas sub'd modelling really excells at this
I want to take the group on the left of the image, and duplicate it have it placed on the center of every face on the object on the right how can i do this? Im working in Maya 2017 and/or Modo 10 whichever one can do this easier
Vassago: Yeah it is. A couple of people on page 11 or 12 asked how to do some of those steps in maya and no one answered so I threw it together as a sort of modeling warmup. Some of the Max type workflow can be easily duplicated in Lightwave as well, but for maya, this specific thing seems to be quite a task. Same with…
Hey hi everyone, thought this place would be the right one for this question, didnt feel like creating a new subject just for that - tell me if im wrong So I am switching back to Max after a while rolling with Maya, and I can't find anymore the way to isolate your poly/element selection (equivalent to ctrl+1 in maya). Not…
Hello. I am trying to model this thing where cylindrical shape meets square shape but I have no idea how to approach it. Here is the image: Any help would be appreaciated. I am using Maya btw. Thanks in advance!
oh man, good idea ivars! I just made a quick and simple script to do this in maya if anyone thinks they'd find it useful, grab it here [edit: I was dumb and had a messed up link :P Fixed now]
I'm having an issue related to hi-poly modeling. In Maya. Whenever I boolean a piece of geometry, I almost always get weird face deletions at the corners of the mesh. Here is an example of where they most likely happen: Just me?
Thank you so much! I'm a Maya user actually, but the loft feature works pretty much the same for me. Thanks to your input the topology is way better and the shape resembles what can be seen on the concept art a lot more.
Hi guys, Please recommend a fast way to model these. On a medium- res mesh. Maya. Current workflow = Place a cylinder at each point on the Fender > Boolean > Cleanup the result. This becomes very time consuming. Please recommend a faster method for this. Mesh
Howdy guys! Currently working on modeling a stylized hand in Maya, and I ran into a bit of a hitch here at the side of the knuckle. As you can see there's some pinching along the sides. Can someone throw me in the right direction? Thanks in advance! guys!