Just like how perna said you can create any shape, you can create a quad sphere quickly by simply creating a cube with equal dimensions, apply a turbosmooth with at least 2 iterations, and spherify That script just skips these steps. Probably more convenient
Yeah the game res looks like a plane with alphas on it, looks really nice. http://071bc3d04e2671665c74-5a267f839fbe60d0845a37698418bb02.r26.cf5.rackcdn.com/wp-content/uploads/2014/09/destiny-patience-and-time-exotic-sniper-rifle.jpg Going to give that cloth sim a try, thanks man!
@cromadbomber for something like that id typically just boolean those holes right in and cleanup the geometry. the shape you have right now seems slightly too narrow, so id go ahead and widen it out a bit. here's a wireframe of something similar ive made.
You can use boolean. Step by step in Blender: Bevel the edges > duplicate the triangle and separate to new obj > origin triangle to corner (use 3d Cursor is ok also) > rotate and scale triangle > solid and finally boolean with cube… Notice here when you rotate, use transform orientations by normal (create new custom if u…
Just out of curiosity is there really a point to using SubD? I mean it can do things better than poly? Seems like a serious PITA. The cage disappears, or it's in the way when you're trying to block out, or selections get borked to where you have to hover twenty units way from want you want to select. Why put yourselves…
I have been using 3ds Max for some time now, and I am getting a little annoyed at the small things that trip up my workflow. I used blender 2.6 for a while and loved the spacebar command search and all of its shortcuts. I had a tough time setting up anything similar in max that would work in all sub-object modes. For now,…
Start upper left corner, read from left to right This is all done in Blender, the question is how to do it in Maya? The video that is referenced is here: https://youtu.be/Nn7mISvVzJk?t=1m19s The research I've done so far has pointed me at Birail, curve extrude, curve-to-tube. Curve-to-tube is the closest to what I want but…
While you can cut the mesh into sections, variable widths makes it a lot more difficult. My question is if there is a way to model this mesh without manual adjustment of such things like the blue line below. You have to move the GREEN vertex back for a deeper cut but that misaligns the rest of your RED line topology in pic…
Heyy guys, this weekend im going to try and actually fully model and texture something that i can see easily what it is, i fail at Uv'ing so that will be the hard part, how ever, does anyone know how to model a screw part like in this picture in max 2012?
Are you talking about using Maya or another modeling software? The only modeling software I have is Maya 2011 and I want to make weapons for TF2. I have a model of a rocket launcher for the soldier that I would like to submit to Valve, but is it even possible to do with Maya?