Hey, I'm having a weird and frustrating problem with Quaddraw in Maya. I've got a decimated zbrush shirt that I'm retopoing with quaddraw. Quad draw usually works fine but for some reason now I can't select any faces/edges or relax/move anything I've drawn on! If I try relaxing, the cursor just goes to a circle with a line…
Hey all, Feeling pretty dumb right now but I need some advice regarding the UV unwrapping of chamfered objects like the one I posted below. On this I've applied a cylindrical mapping then tweaked the UV's size manually but there's some waving still...I've tried flattening the UV's by material Id as well but in the results,…
Hello guys, I've recently changed my UI overlay and ever since i did this, i began to notice a change in the behaviour of my brushes. The size of my brush is being affected by my camera position. So the 'circle' of my brush is always staying the same size. If i zoom in on my model, the brush will become huge since the size…
Hi guys, I have browsing here for a while and found this forum both inspiring and informative. I am attempting some mechanical parts at the moment in Maya and seem to be going around in circles when it comes to good clean topology and flow. I have too many poles at the moment and am trying many ways to terminate and…
I mean we all know everyone here is into drawing pictures and playing TF2 but what else in life do you guys find fulfilling? We all post a lot around here but our non-game interests rarely come up except in specific threads so let's form a trust circle and share a little bit. I have a tremendous appreciation for early (80s…
Here's the image up front: Don't worry about the circular or rectangular error. The main issue here are these diamond shaped holes. They are supposed to have a gentle (nearly rounded slope) and do in the model; but the (rays?) are going all the way back in some cases and catching the lips of other ones. I have never done a…
Hello, I am trying to bake some normal maps in 3ds max but I am getting a problem when I take them into photoshop and save them again. Here is what the normal map looks like straight after I have baked it. here is what it looks like after I have simply opened it in photoshop and then saved it out again. and here is the…
Hi Everyone, I've been lurking on these boards for years. Chico's mech designs have inspired me to try some mech-type models of my own. I've been trying to model some ribbed tubes/pipes in Maya and I get ok results, but there must be a better way. My method: 1. extrude a NURBS circle along a CV curve 2. convert to poly's…
Hello, So I have a rifle model with some of my problem areas circled (many problem areas this is just the ones I'm on right now): The issue I'm trying to fix is the hard edges better visible here: Subdividing the model gets rid of these hard edges which is expected, but is there a way to soften them on the low-poly or did…
Hey everyone, been having some issues practicing a new pipeline for modeling. I running through each stages to make sure they will all work smoothly. Pipeline is as follows Sculpt Zbrush Retopolgize in Topogun Unwrap Low rez in Deep UV Bake Maps in Xnormal (create cage in 3DS Max) Texture Low rez model in Mari I am at the…