Hey Lee! I got a broken CRC on part 2 and 3, using 7zip. What program did you use to rar them? I am thinking I might need the exact same to uncompress them properly maybe. Thanks for the upload anyway!
Hey guys, trying to get these 2 edges to have a more angular subdivision should i try creasing them or use support loops i tried using support loops and i get little pinching at the corners. Should I leave it as it is and just bake it to low poly ?
hmm, if i were trying to do wraps around a staff, i would start cutting extra loops around the staff geo. Then i'd do an edge "ring select" and "connect" them with 2 lines and adjust the spacing so they were close to the base loops. Take these 2 new edge loops and scale them out a bit. This would essentially be one "wrap".…
This is a handle to a pistol I've been working on tonight. In Maya, I can get a cylinder to twist with a nonlinear deformer, but getting that rounded cap attached, and having the opposite end open up into a rectangle, is a nightmare. The twist has 4 grooves, where 2 open up onto the left and right sides of the gun's body,…
Hello everyone! I faced with may be a trivial case, but solution is not obvious to me. I see only 2 ways to deal with such an angle. First: But here I have the quad which has a shape of triangle. Is it ok? Second: And here I have a star that shouldn't be there. Is there any other method to solve this kind of angle?
Hi! So I have been struggling with this for a while and figured it is time to reach out for help! What I get from the image and reference is that number 1) is an eclipse shape and 2) is a perfectly round cylinder. They both meet at 90 degree turned angel. Any suggestions on how to approach this?
just a nice commercial script I found the other day: http://www.scriptspot.com/3ds-max/scripts/polygon-creator And this is how it actually works: You select either 3 or 4 connected splines and run the script it will then loop through the 2 opposing axis of the to be created patch and creates quads this is an example with 3…
Not much. I worked on 1/16th of it then did sym all the way around. Removed a couple edges. The only thing I did manually (Obviously( was cut 2 loops front and back + clean up boolean geo. I'll do a gif in a sec.
_gelo, its just the way maya handles bevel set at 2. For a more curved bevel set it at 4 and it'll work without creating extra geo. I don't know about 3 actually hah.
There's lots of ways to make that shape. In this video i show 2. The pic posted earlier uses WAY 1, but i think WAY2 is nicer. http://vimeo.com/6143806 i guess the video hasn't finished uploading. here is the direct link http://dl.getdropbox.com/u/93793/Modo_Sight_Top.avi