It depends what package you are using. I know 3DS max has a twist modifier, but I don't know anything beyond that. In Maya you can use a twist deformer under the animation tab, or extrude along a twisted curve. Depending on what you need your final result to look like you could also use the helix primitive.
@Sasuki - Here's what I would do using Maya: Create a curve, create a 8 sided cylinder cap, snap it to the end of the curve, select cap/curve, select extrude option box & check on use selected curve, set your divisions high enough, then all you have to do is select the rows of polygons and extrude on the local normal.
yes you can do it, but its a pain. and rather inexact by the most straight forward method There are a few better ways I can think of with the side bits either via temporary bone deformation, or just more tweaking of the ffd cage during the path deform. However anyway you slice it this particular set of deformations isn't…
Ah ha, now im gona cry :D. Oh well life is all about learning I just learned a new method of car modelling and I am new to gaming front. Thanks for taking time making that, I still think u use Maya lol (no offence) I ll post my results soon :D
@gestoryscht Look into using Mash in Maya, it has lots of instancing magic. Alternatively, duplicate special as instance one tier of tines, group those, then instance the group, move it up and rotate until you have as many tiers as you need. For scaling the tip, you can use a deformer like lattice on a group and the…
Hi, all. This is my first post, so please be gentle if this is the wrong place to ask this....... I'm trying to model an experimental domed truss system for an architectural project. I'm working in Maya 2016. I want to be able to give the edges of this polygonal model mass so that it can be rendered and exported as a…
Hello guys. So I bought a tutorial from Gumroad about creating a next gen tire. The only difference is that he is using max and I am using Maya for modeling. So here is my problem: Basically in tutorial he is using turbosmooth and smoothing groups to achieve that nice curvature so I was wondering how would I replicate that…
How would you guys approach a roof like this, if I also wanted to extrude the trim lines from the same geo, on all sides? I'd really prefer a polygonal modelling way LOL, as I just find controlling curves in maya so finicky it's unreal! But as you can see the blockout attempt - the curvature really isn't that smooth and it…
Good morning every one.After long time i am return in maya for continue modeling my ship,main reason why i stop its lumpenes in my model.How i must to fix this problem (screen below).how to smooth out these lumpenes.if i use nurbs modeling technique this problem disappears,but there are areas that cannot be created using…
This I agree with. I probably shouldn't have said "only" as different cases need different treatment. Making it look similar to the end result could help improve the workflow in building the low-poly model; but I guess that's just a "nice-to-have" thing to consider about and not a hard rule. As I understand, is isoline…