Hello everybody! I’m new to maya for the most part, only played around off and took a class for a semester. im attempting to make a weapon via Maya and import it into a game for the most part I’ve developed it having the handle as one object and the blades portion another object. I’m trying to add holes into the blade by…
if you are modelling with Subd, your polycount doesn't matter. (obviously, don't overdo it, putting 3 subdivisions on a very tiny screw that is a 100 times on your object wouldn't be to smart). If I am reading your post correctly, what you are trying to do is basicly a waste of time.
I suppose I could make the speleothems as separate objects easily enough, but there has to be -some- way to make large cave like things for games, because I see them all over the place. I'll see if I can figure out that vertex blending stuff.
Hey guys! New to the forums, thought this would be a good place to see how everyone would approach this. A small backstory, I like to model stuff in 3D and when things aren't busy I find objects throughout my day to model, in this case, a water bottle top.
With dynamesh you can only have one bevel size. Support loops and subdiv surfaces give you more precise control over the geometry than dynamesh can. With support loops the edges can fade into each other and change from a bevel to a rounded corner at will. It's a more accurate representation of a real object.
I think the answer (as always) is in the realm of "moar geo". If you are modelling an (extreme) closeup of any object with any kind of detailed appearance (especially with sharp, uneven changes, like these sharp folds) you need enough geo to support the attempted level of detail. If you are doing this for like a high…
@AstroZombie If you intend for the final piece to look like a real object, going beyond object intersection and actually combining parts that are combined in a real world scenario, will give you a better result. If its lost because of distance and not even noticed because its so small then go ahead. I usually make sure I…
First: there's nothing shameful about using a tool to accomplish a goal. You wouldn't shame a mechanic for using an air wrench rather than hand tightening bolts. Second: I cannot fathom why you'd have a pole sticking through the middle of a braid of rope or cable like that (assuming that's what it is), but you can achieve…
you need to distribute the edges more evenly. try to avoid converging the edges into the small object. this tip made by perna should apply to your situation. http://www.polycount.com/forum/showpost.php?p=1923953&postcount=3468 also this http://www.polycount.com/forum/showpost.php?p=1924533&postcount=3482
Hey Turks! I modelled a shape like this recently which might help a bit? The only issue I had was the smoothing at the back end of the object, but this part for me was hidden anyway. I started with a cube and smoothed it out rather than a sphere :) Good Luck! example1 by ravedonkeyad, on Flickr