thank you. ill give it a try. and post screen grabs if i have any issues. I think if i combine mesh in maya it will work similar to the way 3dsmax does just minus the modifier stack.
@ D_wall: I'd never model this in Zbrush :D I use the advantages of zbrush to create the shapes, but afterwards max. Modifiers like bend turbosmooth, shell, displacement etc. make it so much faster and non destructive..
I know i just saying if there are 2 separated mesh, and if you start modifying one of these, and you dont freeze the other, nothing will changing at the second(on what you want to freeze).You dont need to freeze it.
from what i can see, it looks like the main body of the gun is based of a thompson, but heavily modified. you might want to look at that for any references other than the concept art you are working from.
I see, will see if I can modify the maps a little! and thank’s for the examples they are some very nice reference ! I din’t think at all about the colour variations , gonna take not in overall for futures project too.
I know Maya won't let you modify your face selection if you have one of the UV editor tools active instead of the select tool (Q). This probably isn't your issue but it's worth checking.
A very valid concern, indeed. I'll see to rework my previous designs, I think I'll at least modify the pseudo tailpipes into something else, in order to change the silhouette a bit. Anyway, here's some progress :
You can create the pattern in a straight rectangular plane with many divisions then use a bend modifier (or twist) to conform it to a circular shape. Then screen shot or render it out and clean it up a bit. This would be using 3ds max.
WarrenM, yeah there is boolean modifier, it's working good on cubes, but that's it. more complex low poly shapes and I'm getting artifacts in the wireframe. it's not visible sometimes until you start to smooth geometry :( so I decided to not use it..
yes, but i would like to retain the uvs AFTER attaching one object from instances to another object so when i modify UV, instances will have the same UV somehow... <span>:smile: </span>