Posted by: Kakes on: February 22, 2010
I do like automatic mapping because I don’t need to deal with scaling UVs so much, but I guess it makes it much harder to texture as the UV shells for each face go all over the place… So here’s something I unwrapped using “proper” means… First, I made the whole object have a checkered [...]
Posted by: Kakes on: February 22, 2010
So boolean operations are a no-no in Maya… Then how do I model an arched door for this church? First, create a polygon tube and rotate and scale it to the size of the arch. Delete the bottom half faces. Fill the hole that results from deleting the faces with the Append to polygon tool. [...]
Posted by: Kakes on: February 15, 2010
Here’s a tree I modelled using Maya’s extrude tool. To make the trunk, I created a polygon cylinder with zero number of caps and deleted all faces except its base circle face. I also drew a curve from the base of the face. With the face and the curve selected, I fired off the extrude [...]
Posted by: Kakes on: February 6, 2010
Often I’d want to make parts of an object separately then merge them together. What I used to do was just combine them or use boolean operations, which either results in redundant faces or screwed up normals. Finally, I’ve learnt to do it properly by using the Append to Polygon Tool. So here’s a hammer [...]
Posted by: Kakes on: February 6, 2010
This is an intro to the Edit Mesh tools in polygon mode. This wheelie bin was made to learn how to use tools in the Edit Mesh menu such as Edge Loops, Bevel, Bridge, Cut Faces, and Split Polygon. A wheelie bin is more or less symmetrical. I can save time by modeling one half [...]
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