Maya 2020 fundamentals - modelling the real world
Get halfway through a model and find it's an unworkable mess? Can't add edge loops where you need them? Can't subdivide a mesh properly? If any of this sounds familiar check this course out.
# 1 27-02-2012 , 12:43 PM
djwaterman's Avatar
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It's an interesting way to model

It's a plug-in developed for Blender, and seems to me to be a very revolutionary way to make shapes, am I wrong, is this old hat or completely new?

https://www.bsurfaces.info/

I just don't have the time to learn Blender unfortunately. Is their anything similar for Maya?

# 2 27-02-2012 , 01:13 PM
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This appears very powerful, easy to use, and inexpensive. Thanks for posting the link.

There is nothing included in maya that could match this. It is similar to another retopo package (stand alone) called Topogun but from the demo seems far more powerful and intuitive.

Although it is very inexpensive I believe a feature called bmesh is to be added to native blender and I am not sure if that will make this plugin redundant.


"If I have seen further it is by standing on the shoulders of giants." Sir Isaac Newton, 1675

Last edited by ctbram; 27-02-2012 at 01:42 PM.
# 3 28-02-2012 , 05:21 AM
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I just had a look at a Bmesh video and it seems to provide a different service, Bsurface looks to be more spline stroke based, and then it produces quad and tri polygon mesh with controls for mesh density. I'm scratching my head now and considering if I could find time to get into this. It sure seems like a mesh friendly way to make complex shapes, and it does retopology.

But I'm learning Maya plus Zbrush, so I'll wait first until I have a handle on these (I half suspect that Blender will be what everyone is using in about 20 years from now).

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