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.…
@Suosa It looks like you're on the right track. If the mesh subdivides cleanly, without any major smoothing artifacts, then it's generally acceptable to use n-gons and triangles in hard surface subdivision models. Since this model is going through a sculpting pass it may make more sense to try and add these minor surface…
Add a STL Check modifier above the Editable Poly base, as well as a Edit Poly modifier above the STL Check -> rightlclick Edit Poly modifier -> "Collapse to". Should fix the problem and is easier than deleting and creating faces ;)
thanks for the help! I don't see how I would get the lip with the boolean if the lip doesn't match up with the duplicated geo though.. Im thinking it would just be 100x quicker to add this in with nd02 in ps ;p
I changed the flow a bit for that example (a by-product of me starting from scratch), but even if you take the original and just add more faces like that, it should go quite a ways towards not warping things (like so)
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. :)
A simpler solution is draw it out flat, the lower spoon portion with holes, either in polys with a plan or use splines. add a Turbosmooth 1 or 2 segments should work. Then us an FFD to bend it in the middle. Shell the Geometry and be done.
Forgot where I saw this originally posted, one of the car modeling sites. Mine is built off that. Simple mesh, path deform, you can add noise and other deformation to keep it from being too uniform.
to get good results out of bevel either bevel edges like in the attachement, or delete all the edges that are inside teh same plane, it's easier to add edges afetr the bevel than to fix what the bevel spits out
^ Yeah, that script is quite helpful. The weld lines it creates aren't very realistic, the splines it creates along intersecting meshes can be used though (I sculpted just them to add a welded look to a model made with subD)