Just wanted to contribute to the thread and also see if I can get some crits :) What I did to get this cello body is as follows: 1. model the body 2. model the hole as a poly strip and move the vertices onto the body surface using surface snapping 3. refine the body with one level of subdivision applied and delete the…
@Jantaaa Your problem is that you have two edge loops really close to eachother. To solve this smoothing issue, make sure that the vertices on the corner of the outer edge are away from the corner. This way you give subdivision more space to smooth it out. Hope this helps Edit: When doing subdivision modelling and you…
But to get rid of those stray vertices is something really fast, 2 or 3 clicks and they're all gone. It could be faster with a script thought, something like 1 click.
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…
yeah it's a mess....for one smoothing group there's a ton of redundant vertices all over the place, probably better off just clearing custom normals then manually cull instead of solely rely upon an automated operation like decimate?! hmm....I'll post back with a result after I skim that file!
Hello guys,I'm trying to find a better and faster way to weld multiple vertices at once.It seems to be too time consuming, if they will be welded one by one(software using 3ds Max)
I would start with spherified cube. There is no reason to create it by hand. Also you already have lots of vertices. I would say too much for nailing down the main shape.
Thank you guys, you gave me inspiration :) I did bridge two edge sides and then I did connect on the same amount of subdivision and then I merged the vertices. That's all.
Would help to see the actual topology, but without knowing anything I would advise you to check for double vertices/edges (i.e. verts/edges sitting on top of each other).
Not sure if this is exactly what you want; but all it required was to start with a oblong, bevel the vertices and then extend the shape downwards, deciding if you want it to end square or round. wires, wires close, smooth