I would have thought that all this stuff is app-independent - it's just polys which get subdivided... and all the major apps subdivide polys in the same way. If you show a control cage in Max then it will have pretty much the same results in Maya, Modo, LW, Silo, XSI, whatever. Everything has a…
@vaneir almost right. spline then extrude then convert to poly. If you just convert to poly you end up with a flat surface which you can extrude then. its just a matter of preference really and i think you work with maya right? so it doesnt make sense to go to deep into max terminology. so you want to deform the whole…
Well. I tried. And failed :p I would say have more and evenly spaced geo, But yours looks pretty good flat. So if i were going to do it (in maya especialy) i would do A. Floats B. NURBS. I'd stear a lot lot harder towards floats though, you can poly model them, and they will bake well. And be quicker/easier.
@TheDarkKnight @Thanez Thank you guys for the advice. I can see your point @TheDarkKnight i'll give a shot today and see how it works i might be able to get some extra crisp edges. @Thanez Thanks for your advice Thanez. But i don't know i can make your method work in maya. Since you are using 3ds max tools
In Maya I just take a cube and Bevel the edges with the Offset (Fraction if you're in 2015) set to the maximum value, and with Merge Vertex on. It's not 100% perfect, more like 95%, but good enough for modeling. Actually, here is some MEL I just quickly slapped together. 2015:polyCube -sx 1 -sy 1 -sz 1 -n…
Greetings everyone! This is my first ever post on these forums and I thought this great thread would be a good start : ) I've been doing hard surface in Maya for quite some time but I do struggle with certain shapes. I'm basically having a problem getting a hard edge on the front and keeping a smooth curve on the sides.…
that would be my approach for a shape like this (in maya but im sure 3ds or whatever offers similar functions). first one: nurbs circle extruded along a curve with 360° rotation. second: poly cylinder - twist deformed - some curves from edges which act as wire deformers. both endings are not perfect but i think good enough…
Hi all I have a chamfered edge and 2 intersecting grid lines, which forms a triangle shape. If I now want to add an actual triangle polygon there. Besides extruding the edge to the grid node, and cut out the extra part. What other faster option do I have? Can I add edges along the grid line? (Edit: I am using Maya 2017)
Hey guys, I've been following Polycount's forums for a while now and have got a lot of great info. This thread in particular is pretty awesome for learning new sub-d stuff. Anyway, I have a question regarding welding together two cylinders of different sizes that meet in a T junction. I am primarily a Maya user and so far…
That's awesome. Have you used it to make highpoly hardsurface to bake normals off of? What about more freeform style meshes, not just like angular gun parts for example? Do the polygonal meshses it export's make for good baking geo? If anyone has some cool unique workflows like this rather than the boring old Maya/Max…