This way of modeling the spike ball stemmed from link I posted that was a tutorial on how to model a golf ball. It was a method to allow me to evenly distribute spikes around the ball itself. It originally looked like a ball with hexagon geometry all over it and a specifically selected a pattern of faces and extruded them…
In the process of researching ways to create the spike ball, I came across this simple tutorial on how to create a golf ball model in Maya (this does work in Maya 2015). http://www.bmmedia.no/henningb/tutorial/golfball.pdf Upon looking at it, I found that I can simple apply the same process to get geometry that would allow…
Here is what my geometry looks like after applying that tutorial I found on the golf ball. I wanted to find out ASAP if this type of geometry would be acceptable.
After modeling out a few of the frames around the spike ball, I'm deciding to run with concept #4 "mostly." A few things I'll probably change around and mess with, but overall I liked what I've started to build off of it. I plan to use intersecting chainlinks to "fill" the holes I've punched into the frame. Anyone know of…
Remade my spike ball with adjusted geometry. I actually still used the same process that the golf ball tutorial used, but I stopped before the step that created the hexagon geometry and just used the from the previous spike balls and dispersed them out correctly. This way it drastically reduced my tris while still giving…