Hi all, I am a car fanatic and I am stoned after reading this. http://speedhunters.com/archive/2011/11/17/behind-the-scenes-creating-cars-need-for-speed-run.aspx They have advantage of CAD data to make cars, but does anyone have idea how to achieve smooth surface in Max. I have tried Suface Subdivision set to NURBS in Edit…
@ THE 5: Maybe you got the sentence wrong: It is not your fault if two intersecting (not coplanar) shapes that do not form a line are not planar, they simply CANNOT be, there is no vertex pushing that can fix it. I meant you would have to adjust things to look good, but is impossible to get a polyline as the intersection…
Mjolnir_Zero: Don't know if you've already moved on past this and figured it out, but heres my take on it. JO420: Theres a couple of ways I'd approach it. (sorry maya terminology haven't gotten back into max enough yet, but it should be similar.) First I'd model it flat and then group the pieces rotate the wing to the…
Hello! I've done as much reading as I can, I keep seeing things that are almost the solution to my problem but ohmygod I'm so sick of faffing about with this. It's a dumb issue that I used to just ignore but I like to think I'm better than that now, but then I can't fix it so clearly I'm missing something. It's a small…
Noname's displayed method actually isn't that time consuming. Its pretty much the same method I use for braided cable/wicker basket's, takes like 15-20 minutes to crank out an entire weave. For that bed its even simpler, I mean you just need the first one then smart move (or equiv in max) the number of copies you need to…
Hey guys, first post here. Been trawling this page for all the brilliant information available for what must be at least a year. Anyhow, first time I've been stumped on something for a while so I thought I might as well give y'all a shout. Basically I'm working on a post-apocalypse rifle in Maya and I wanted to put a scope…
No need to unwrap high poly for baking just make sure the low has its uv's right all in the 0 to 1 and not overlapping. Modeling low poly should be pretty fast and its better because extra polys add up. The extra 100 here and there in places on one model means jack all but when you have a giant game world the billions…
what's the problem? Does the HP smooth bad? do you get pinches? etc etc. Main reason i'm asking it's because, if this i a hp which you will bake down, if it smooths good move on. Are you getting pinches? are we getting close to the object to see the small pinches? Make the main shape without any indents or extrudes. Later…
Hi Everyone I have a question on workflow for high poly modeling in Maya. Is smoothing or subdividing the last step in the process? I understand that keeping models low poly for the initial modeling stage helps with matching segments of intersecting forms and makes wholesale changes to the model easier...but should all…
cool, heres somit of what ive learnt and some Qs for peeps who know more ive been learning mayas "propper" subD modeling tools not the proxy mesh stuff (or smoothmesh) which is a poor relation to maxes modifier based subD in both terms of functionality and in speed (just a simple mesh smoothed to a decent degree will slow…