This course will look in the fundamentals of modeling in Maya with an emphasis on creating good topology. It's aimed at people that have some modeling experience in Maya but are having trouble with
complex objects.
im making a few cars and i need to know how to pretty much chop a hole in them say for the lights rather than modeling arond where they go :headbang: it would be much easier to cut out the holes per-say
The standard way to model a car would be with NURBS curves and lofting and then attaching the surfaces etc.. etc... To cut holes out of geometry you would want to model in polys and use boolean effects. Theres now't wrong with doing that, but you may end up in trouble, if the geometry is not 100% clean.
Have a look online for car modeling tutes to get an idea of the different options available to you.
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I personally don't like using booleans all that much because they aren't very clean. Cutting into the geometry and shaping it into what I want has always been the easiest for me. When creating specific parts, I do like to just create them seperately and merge them in. With polys, to create a hole, it's as easy as selecting faces and deleting them.
yes i too hate boolean merrly cos they work like 1% of the time an the rest they just screw up
i like to cut holes this way (other than just deleting the faces)
use create polygon tool or a primitive shape and place it band on/next to the geometry delete the faces
now use vert snap (the verts on the boder edged of the hole) and snap them to the new geometry u created this way u get the shap u wanted then just delete the new geo ans tweak the verts on the border edges
thus is very help ful wen u wanna make circle holes in ur geo as ull know that the verts r in the right place to make a perfect circle
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