note: Just found out Curve Wrap is actually in 2017 as well. Its in the MASH shelf. This is kinda like a 'Zbrush curve tube' method but in Maya. If I recall correctly Curve Wrap is introduced in Maya 2018. So if you do not have access to 2018, this method will not help. Anyway check the vid. https://youtu.be/cQfjXcr9Y5c…
That image is really small so I can't make out exactly what the details are. However, if I were going to model something like that, I'd first model a plane behind it with that grid pattern. Then, on top of that, I'd create splines to trace out the shape. I'd make them renderable in 3ds Max (you can loft a shape along them…
@perna The edge with the boolean cut-out, the one circled in the image from the post above. I was really hoping that some features in Max is implemented in Maya. Like the Quad-chamfer for edges instead of Bevel and Shell for thickness instead of Extrude because it gives you more control in my opinion. I need practice in…
EDIT: Unless you want to demonstrate a solution for your own enjoyment or the learning of others, disregard -- I found a way to accomplish this in Zbrush using masking and deformation. I am a beginning Zbrush user, and this is my project to build familiarity with the program. The first picture below is my reference, and…
CoD67 the simplest way to make the shape is break it up into two. Since the rail and the holey-tube-can'trememberthename are two pieces in real life. Create the pattern as a plane and make it so you can tile it. My topology isn't optimal and yielded some smoothing errors so I would try simplifying yours. Give it some depth…
Same here (about the video, looked through YT but couldn't find anything). I'll be able to switch back to Max in a month or so would definitely like to explore the workflow beforehand. I will say though that the method is very dependent on 3ds Max and the modifier stack. In Maya there are way fewer options and I would be…
Hi everyone, great thread So i'm having trouble understanding something mentioned in this thread a while back (waay back) its about adding irregular details (edges) to cylinder (6 sided) and have it still subdivide into a "prefect" round cylinder. Here's the image The method of finding the location of the edges im sure is…
What I'm trying to say is: The stack is not pivotal to the way I work. I mean the actual assembly of modifiers subsequently building off of each other. Modifiers themselves are a huge part of my workflow, and I view them as time saving operations to be committed to the model, nothing more. I'm not sure what our disconnect…
I thought this workflow might help some of you. This is one of my favorite workflows for creating certain hard surface parts is using a little workflow called "Pattern Creation & Deformers" Let’s model the magazine of a machine gun with the following workflow: 1) Break down the model into a repetable pattern, so the bulk…
@perna Hey there sir and sorry for late reply. I just want to say your methodologies/techniques are the most easiest and most efficient way of modeling shapes. Before I posted my problem I did try your method with the three edges but I was having difficulties getting the hard edge in the middle and I was desperate to…