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
when I want to create those kind of geomteries I useally just select one curve and do a bevel plus(surfaces>bevelplus)- and edit the settings to a polygon mesh as well as number of divisions to give smoothness . I useally get satisfying smooth attached results that way. might give that a shot and c what happens.
you should be able to tweak your nurbs tesselation to get it looking good on render... don't forget, with nurbs it's not always what you see is what you get in a render. maya cuts corners displaying nurbs often.
Is it possible to simply "close" the outer isoprams of the lofted geometry? (No it doesnt work, Ive tried that already - but something similar? Something that puts a Nurbs plane there that I can attatch to the rest of the structure.)
is the problem that you want it all to be once piece? if that's all you're worried about, then group them, and every time you pick one piece of it, press the up arrow a few times to go through the heirarchy til it's all selected... THEN do whatever you need to do to it.
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