Hey guys, I've been trying to go at making ropes in Maya using curves or Zbrush using IMM Curves but all are tedious and look odd/floaty. Open to any ideas :smile: Here are some images: My attempts - The concept I am following from Andreas Husballe in the Artstation Challenge -
Yeah this is working way better. I made a bool version that looks pretty nice, but maya's basic tools for that are a pain in the butt. Thanks for your help edit - i had to add some creasing in the corners to get it sharper but still GG overall. Now I'm attaching it to a beveled cube which is... fun...
Check: Digital Tutors – Tips for Modeling Complex Shapes in Maya Digital Tutors – Professional Tips for Modeling Complex Shapes Part 2 Digital Tutors – Professional Tips for Modeling Complex Shapes: Part 3 Digital Tutors – Professional Tips for Modeling Complex Shapes: Part 4 Help you a lot
If you're using Maya create a platonic solid of icosahedron. Smooth it 3x using linear which will keep the triangles. Create a smaller sphere and then shrink wrap the smoothed icosahedron to regain a spherical shape as it will have some verts protruding after a linear smooth. Then extrude hexagonal shapes several times to…
@perna That looks cool. Thank you for the reply. Lately I have been using Maya's creases + GoZ to import stuff into Zbrush. Using this method you can have really clean geo on the base mesh aswel and later on you can use that same mesh as the lowpoly so there is no much retopo involved.
Thank you guys for all solutions that you posted here. Can you send me step by step guide, that will help me a lot, because as I see all of you work in 3ds Max and I am Maya user. Thank you for your time to spend to find right solution for this problem.
Thanks! I will go with a round and simple top of the stem and add normal map or displacement map. Still not sure how I will texture it correctly. I'm really bad at hand drawn textures so if someone could link me to some good brushes that would be great (using photoshop + maya exclusively for this project).
Hello, guys! Need your help to find out how to work with sperical objects, orbs in sci-fi and industrual style. Something like this Maybe this one too. I want to work with HexaSphere, separate couple pieces, make it hight detailed and copy to rest of surface of orb, but how? Some tips in Maya?
When it takes to long to weld vertices your modeling stack has reached to many steps. Just freeze the stack to a desired point and you can work fast again :) It shouldn´t be a problem for softimage, in my opinion its viewport is much faster then the max or maya ones, so its a shame that autodesk killed it...
Is it possible to model this shape in Maya, and keep some sort of control over the bevels, width and thickness of the shape and the original points of the line? What I've discovered so far - bezier curve, PaintEffects attach brush to curve to add thickness to the line, (it's quite broken at the edges though), then convert…