Over the last couple of years UV layout in Maya has changed for the better. In this course we're going to be taking a look at some of those changes as we UV map an entire character
this is my first attempt modeling a head, so I dont know if asking the following is a heck. -> with nurbsPatchModeling I ended up attaching 3 surfaces... and now comes the problem - I built the surfaces in a so damn stupid way, I simply can´t connect them without either loosing the natural shape of the neck or rebuilding the whole thing.
maybe theres a quick way connecting 3 surfaces at once or something like that?
Ok, I put up another - for my understanding - clean curvemade head. thing now is, I need to cut the all those single profiles in exact that point where 2 profiles meet. Otherwise birailing doesn´t work - but don´t know how to automatically split a curve at such a crosspoint...
maybe some1 likes to give me some kind of advice. I really give it up at this point right now
right click and choose curve point, then select a curve point on the curve by mmd [middle mouse drag] then shift select the adjacent curve and rigth click on it and choose curve point [with the shift key still held down] mmd that curve point on the hsame exact spot as the other curve point.
-this will never be exact. even if u do it this way. tis just the nature of nurbs, they are mathematically calculated, but thisis as close as u can get doing it manually.
after the curves have been detatched, u can then point snap them on each other, positioning them right on top of each other.
-then u would have to tweak the cv closest to the snapped points to get the tengency to match properly.
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