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.
As said in the title I have been trying to put togther a model based on the following image
I am finding it very hard to make a decent looking and not to over complex model. As you can hopefully see I'm looking to take a sphere and punch circular holes in it.
So far I have tried a nurbs curve projected onto a nurbs sphere, which looked good but didnt convert nicely as there were far too many unconnected CV's and isoparms.
I have also tried taking a boolean difference approach using a poly sphere and poly cylinder to 'punch' out the holes. This kinda worked ok, although there was a ton of work connecting the new vertices. In the end it didnt look that hot and I kind of gave up on the idea.
I would really like advice on the easiest way to do this as I have a nifty idea for a model based on this design, thank you!
Ok, seems like you guys are in agreement with the fillet/trim, would that work under the following circumstance.....
I'm looking to extrude the circular edges out from the cut peices so I would end up with something that would look like an old WW2 shipping mine, or something in the attached photo. I looking for a really nice crisp line between the curve of the sphere and the jutting out of the pipe.
I know I could just have a curve and a pipe intersecting, but I dont think that would look to go really, or am I wrong?
Sorry for the poor ref pic btw, first one i could come up with in google
If you want a really sharp edge between the two there's no need to fillet them, but if you want just a slight curvature in the transition it's easily done with a circular fillet...
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