This course will look at the fundamentals of modeling in Maya with an emphasis on creating good topology. We'll look at what makes a good model in Maya and why objects are modeled in the way they are.
I am doing the Spitfire tutorial, but I've deviated from the design and using my own reference images. As such my cockpit shape is different and I wanted help with its modelling.
My Cutout looks like this
I extruded the edges and put in the following subdivision.
When I convert to SubDiv I get sharp lines forming which I'm having trouble removing.
I think the problem lies with you having some n-gon polys on your mesh there - the conversion to sub-d won't be very clean unless you try to keep to 4 (or 3 if you have to) sided polys. I think the edges that I've pointed out in red might be causing the problem, you could clean up these edges by splitting the mesh where I've shown in blue, but I'm no expert, so I don't know if that will get rid of the creases.
Spread out the lines a bit they are just to close on the side of the plane, You can use sculpt poly just lower the intesity down a lot and smooth out the lines more on the side then the cock pit area.
I am enough of an artist to draw freely upon my imagination, knowledge is limited, imagination encircles the world. (Albert Einstein)
I haven't used the sculpt poly yet, but I will give it a go. You're probably sick of hearing this, but the Spitfire tutorial is one hell of a tutorial. I've learn so much by watching it. The repetitive nature of your tutorial really helps newbies like me.
Learnt a lot from this Cockpit cutout. So far more time has been spent on the cutout than the wings and aileron! Kurt spreading the lines did the trick and the cutout is 90% there now.
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