Hi guys! I'm having problems in modeling an arm bandage in Maya. I've tried using curves and extrudind, but the object randomly twists:(. Is there another way to do bandages? Example:
This helps a lot. I was trying to get my head around making a twisted rope for a tow cable on a Tiger model I've been building on and off forever. So, cheers :)
Alright, I'm gonna try this out. By the way, I got another question: http://prntscr.com/12zd6c Is this the right way to end this kind of model? Wouldn't a single poly be better?
Umm was one of the ways you was thinking about, modeling some of the shapes out of a cubes and then using a bend to wrap it around the cylinder object and then using lattice to push it into the side of the mesh ?
Quick side question, mostly aimed at EarthQuake : I know you use Modo, have you used the Pixar SubD stuff for hard modeling in Modo? Any opinions on it?
I know this thread is about sub-d modelling, but some shapes might be easier to make in nurbs. And if it´s to be baked to a normalmap, you don't have the pain of stitching and texturing.
Please help fix the stretch. I used a 48-sided cylinder. But it did not work Here the model. https://docs.google.com/file/d/0B0wTc-kKXLPtMmJPRlJFXzFUaVk/edit?usp=sharing
Trying to make an accurate as possible high poly model. Mainly for practise dont plan on making a low poly. Thanks a lot :) Not sure how you've done the bend though.
This is a thread for hard surface modeling, not any old tech issue, and you didn't list the software you're using. But the answer is to push the 7 key (the one above the keys, not the numpad)
just out of curiosity....why would you want to BUILD that in the LOW poly? if you are going to that amount of polygonal detail....might as well just model a high poly and leave it at that.