Hi guys, i have a nooby question, but i've been scouring this thread and havn't really found a solid answer. So here goes. When your modelling how do you decide when the geometry should be modelled from the existng shape and when to break it up into a seperate piece of geometry. Is this determined only by the animation…
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…
There are various ways to do that, but they all consist in the end on model the mesh and then move it on place. The first consist in aligning the whole scene to the normal direction of a planar face in the model, in this case the one you have select will work fine. This will give you the ability to look at the like it was…
Sure, first off there are pretty much two ways to do hard edge stuff without adding in extra geometry, that i know of. First is to use smoothing groups for your hard edges in max. One of the big disadvantages to doing this is that you always have infinately hard edges. Really nothing in life has an edge that hard, so it…
@sera3D Hey buddy, read my post on this page with the leaves in it. N-gons are not your enemy. N-gons on uniform curved surfaces can be your enemy. On supported flat surfaces, N-gons flat out don't matter, and will enable you to save a bunch of modeling time and render-time by letting you end your supportloops in one e-z…
Hello again I am still reading here and I have another problem. Here is the image. The biggest problem I am having is to terminate edge if I don't wont it to run across the whole object. And if it is planar it is not a big deal it looks good most of the time but if it curved geometry then I am stuck. This is just an…
Hey guys! I've been trying to model a helmet lately (in Maya, no ZBrush) as practice for hard surface subd modeling as opposed to sculpt + retopo. However, I'm stuck trying to figure out how to best connect these different shapes with optimal topology while preserving the sharp insets in the visor as seen in the reference…
Hi guys. I've referenced this thread many times to help with modeling awkward shapes and topology. This isn't too odd, and probably wont bring a sweat out of the vets around here, But none the less, is an issue I'm stuck on. This is my 3rd project in max , Be gentle :) I've tried path deform, from using a path pull off the…
i gave it a quick try, the outer shape itself isn't much of a problem, i made 2 mistakes here, i ignored the circular shape of the inner cuts and i totally ignored the fact that on the centerline my inset won't work due to beeing mirrored so there is a shading error, which can easily be removed by removing the centerline i…
I am trying to match shape II in the picture below. Shape I is my attempt. My method is to use a rectangle and make the lower face smaller. Then I put an edge loop between the top and bottom face, push it out aways, and bevel it. However, the bevel only goes between the top face and the mid point. I need an even…