The mesh is a just a pillar so you're just not seeing the ends. The entire mesh is like this. My UV's are laid out correctly. The thing is, this happens to every mesh that comes from 3D Coat retopo. Any other mesh from Maya is fine and I export as FBX 2013. Thx guys...I'll keep looking into this.
Sweet thread. I've just started learning Max after several years of (painfully) modeling in Maya and its a godsend, finding so many cool tools. Does anyone happen to know if there are advanced tutorials for modeling shapes like in this thread, ideally Max specific? Anything you could recommend would be great. Cheers :)
Hello! I don't post here often or at all but i would like to know when inserting edge loops in maya is there a way to mirror it so that its inserted equally on both sides? It pains me that my models have edge loops that aren't precise because I'm essentially guessing what the distance is for the other side.
Hey guys, trying to add in this indent to this half sphere but having trouble, if someone could show me step by step that would be great thanks! I'm using Maya 2016. Ref: (From a Colt Navy 1851) I seem to be getting stuck at this part, not sure what to do after and keep it clean... Thanks in advanced!
So eventually I modeled this thing in 3DS Max. But thank you for your help guys. I think this is impossible to do in Maya since you can get this kind of results by only use smoothing groups in Turbosmooth. Anyways here is the image: As you can see edges are now properly curved to form a circle shape.
I'm looking for advice for Maya modeling - how the heck does one approach modeling a spool of cable?? Sweepmesh is great and all, but the whole modeling a helix, extracting a curve and then sweepmeshing thing results in a very clean artificial looking spool. I want some of strands to overlap and whatnot, but I've been…
I know there is a cap hole modifier in max( mb theres one for bridge too? not sure dont have max at work) could try to cap all the holes at once then assuming that it auto selects all the capped faces, run triangulate then quadrify. Thats how i would do it in Maya. See if you could replicate this method.
What's up y'all. This forum is awesome. I have a quick question. I'm trying to model this mac pro case. what i've got: http://imageshack.us/a/img9/9521/mayarm.jpg in maya how can you go about making the holes for the case? boolean??? just looking for a quick way that you guys would go about.
Yeah, the last place I worked had a really nice script set up for doing that sort of thing, but it sometimes exploded if your curve wasn't rotated just right. You often had to rotate it 90 degrees, do your duplicate-along-spline, then rotate the object back. Man I really don't miss maya.
Sorry it may be offtopic but since you mentioned it I am curious about your workflow between Maya/Max and Modo. How do you divide the labour between them and for which you prefer each. I am asking since I really like Modo but I cannot help to notice some limitations that need a complex workaround.