Maya Modeling :: Change Polys Ending Section?
Jan 5, 2013I want the ending of the following tube to have a circular geometry instead of a rectangular one.
[URL]
I want the ending of the following tube to have a circular geometry instead of a rectangular one.
[URL]
I have a character with UVs created and a texture assigned, now I need to add some additional polys to the character, how can I make sure the new polys I add are also added to the UV set and therefore get the texture map ?
View 1 Replies View RelatedI'm attempting to follow instructions from a book to scale down part of a cylinder (as shown below). To quote the instructions directly:
[QUOTE]"Right-click the cylinder, and choose Face from the marking menu. Select the end faces, and scale them down a bit as in Figure 4.43 [ATTACHED]. This gives you the main part of the boiler."[/QUOTE]
I can't get it to scale down the way it is depicted in the photos. I tried selecting the faces and simply scaling, and I also tried selecting the faces and choosing "Extrude" first, and that did not work either.
I'm modelling a complex curve for a fashion garment. I've always modelled in polygons in the past but have had more success on this project using nurbs, however I've got to a certain position and I'm wondering which way is the best way to model / create the next section of the garment(see image attached). Is it just the case of creating lots of section lines as lofting?
View 2 Replies View RelatedAs I import an OBJ into max (using 2012, but it was the same for previous versions too) I edit the objects and as I delete some edges to refine it, it looks as if I break the object/polygon flow. Black smears appear near edges, none of the polys are black so I don't think it's a normals problem.
View 6 Replies View RelatedI've been working on an editable poly model and I noticed that when I convert it to a editable mesh the number of polys doubles.
View 3 Replies View RelatedWhen opening the uv editor when I select the model polys, I have green lines running around the object. I'm guessing these are mapping seams automatically generated? but I'm not sure. I'm trying to add my own so rather than delete the green ones, I'd like to add to them.
View 3 Replies View RelatedMaya 2012 is slow on win 7 64,moving vertex, extruding polys,sculpting,the viewport responds slowly if maya dosen't crash at all!
View 9 Replies View RelatedI'm wondering how to change a control vertex on a curve to a bezier corner. It's a corner right now and I need the handles to edit the shape.
Windows 7 Pro 64-bit
3Ds Max 2013
Maya 2013
Mudbox 2013
Core i7 920 Quad Core 2.66 GHz, 6 GB RAM
EVGA GeForce 550 ti (2x)
ROG Rampage II Extreme Motherboard
So im working on this project were im modeling a ceiling, anyways I can not change or adjust the number of subds after i create the object. Lets say a create a simple cube with just 1x1x1 i can not change that after i created it... I just cant get to that menu when i click on the shape it only lets me rename it nothing else. Ive attached a screen shot.
View 3 Replies View RelatedI have been having this problem for a while now that whenever I extrude or create something thats not totally smooth the edges by default are hardened. For example if I create a 12 faced cylinder it will hard edge everything including the verticle edges. Back when I first started using Maya i dont remember having to select specific edges to soften which can get very tedious and take up time.
I feel like there should be some sort of way to harden horizontal edges and soften verticle edges but I cant find the solution anywhere. Is there any way to change the default soften/harden edges?
Will post pictures upon request.
This is probably just me not being up to speed yet, but once I combine a set of polygons, is there an easy way to still change the attributes of the original individual objects?
Prior to combining them, each object appears in the Outliner individually and I can select it there and change its attributes...color, etc. But I need to lock them together to keep their relative positions, and combining them does that perfectly. But afterward, the individual list in the Outliner doesn't seem to work anymore...the 'polysurface1' that was created has all the attributes crammed together, and having to scroll through all the tabs is a pain in the neck. Isn't there some way to combine objects and still readily change the colors or other attributes of the separate parts? Or, as I originally wondered about, is there an easier way to hold them in position without combining them?
Is it possible to change the display size of the local rotation axis?
I'm trying to visually align the local rotation axis for joints with geometry that isn't always world axis aligned. I've searched on different forums as well as searches on "topeka" (google ), and I've come up with nothing so far.
I know there is a way to change the size of the arrows, I already did it and made them bigger and I forget how to make them small again...
View 1 Replies View RelatedI have a problem when I am modeling my character or rather the character from the animation academy. I have created an NURBS sphere and I want to adjust it to the arm, so I go to the component mode add some isosparms and then it happens!!! I can´t move any vertexes... but in the object mode I can move the hole object.
View 1 Replies View RelatedIve been searching for a tutorial to get the same effect as the picture I have attached.
Half Sea and Half land.
I found this in an australian company portfolio called constructive media.
how i can set up a scene and achieve the same kind of effect?
Im totally new to max. Im trying to draw a ship hull. I draw frames and placed in positions then i tried applying coss section modeifier and tried also to connect vertices manulay.
View 3 Replies View RelatedWe recently began experimenting with SSA and are trying to verify the inlet calculations that were done in excel to make sure we understand the software before putting it into everyday use. We've created a custom parabolic street section and applied it to the bypass links, and as far as that aspect goes, we understand it and it's all working great.
How to model inlets directly across from each other in a street section. The issues arise when the top width (of Inlet 1, in the attached graphic, for example) exceeds the half section width and flows over the crown into the opposite side of the street (to Inlet 2, in attached graphic).
We have tried weirs and flow diversions to no avail. Attached is an example of what I'm trying to explain. Inlets 1 and 2 are opposite from each other, and both connect into a MH labeled SD-J 29+33.00. Link-05 connects to the next downstream MH, and there are 2 links that follow the gutter lines to the North used as bypass links from Inlets 1 & 2.
Civil 3D 2014
Windows 7 Professional
Intel Xeon E31270 @ 3.4 GHz
8 GB, 64-bit
I have a bunch of curves that is going to drive nhair. However I'd like to use the "soft modification tool" to do further adjustments to the curves. But I'd want to pin the root of the curves so it doesn't fly off the head when I use soft modification. Is there any way I can lock or pin the root CV of the curve? (its a cubic nurbs curve)
View 1 Replies View RelatedI wish to create a testing surface for simulation from a DSM height data (under a college assignment). I downloaded a height data from [URL]........ in a .dwg file format and want to import in on maya and create a surface out of it.
I am using maya 2013 on windows OS.
[URL]........
This is my model. Simple.
Now the only thing I want to do is to cut out this:
[URL]........
I used the Extrude tool just for visualization. The problem is, working with booleans apparently doesn't work for such objects, it works for freshly created clean polygons, but not for this one, when I try to use "Boolean difference" both objects disappear.
Extruding doesn't work because the faces are still there and I cannot delete them for whatever reason:
[URL].........
My cursor is pointing on the little face, but both are being highlighted. Making a hole through the the "Make a hole" function doesn't work because it only deletes faces as it seems.
i have been having problems with maya where i can't select individual faces vertices or anythign other than the entire model
View 8 Replies View RelatedMy model loses lambert on only certain faces every so often. Might be related to clicking on camera or trying to extrude certain edges. I want to delete the camera but this happens to the model every time i touch the camera. I can't reapply the lambert by pressing 6 or assigning new material. if you know what's happening.
View 1 Replies View RelatedI am looking for the same function in Maya that I use alot in 3DS. In 3DS, you can "Merge" (import) models from another scene (file) into your current one. It allows you to pick a single model from the imported scene to be imported into the current scene.
I know Maya has the import function but it seems to import all the objects. I just want to import a particular model.
Is this possible in maya?
3DS Max 6 to 2009, Maya 2010
NVIDIA Quadro 1700, Quad Core 2.67GHz, 4Gb RAM
[URL]....
Here is what I've tried so far in creating the pupil of the eyeball:
1. Right click - select isoparm - attempt to select.
2. Right click - select Surface Point - attempt to select.
3. Left clicking
4. Holding shift (and other keys) - attempt to select
5. Right clicking
6. Middle clicking
7. Marqueeing
When I right click - select surface point, I get something that looks like a selection, but it also has an isoparm dotted line.... when I attempt to DETACH I get an error.
I am attempting to import 3d models from a software called Daz studio into Maya. The models enter motionbuilder and 3ds Max with no problem. When I import them into Maya they come in as wireframe. I have been unable to take the wireframe off of the model. The file format I am using is FBX. wHEN I RENDER an image of the model i am able to see it in it's realistic form-but when i attempt to see it in the viewport it is wireframe.
View 1 Replies View RelatedSay I have a car engine that I created. to make it easier on myself I made it out of a bunch of separate pieces. then at the end I combined them into one. somewhere down the line I'll want to animate the pieces separately, but until then I dont want all that inner geometry rendering because it takes up unnecessary render time. is there a function in maya where I can delete all invisible mesh geometry? so then any faces inside the outermost shell will be deleted.
View 1 Replies View RelatedIn earlier version thats work just fine, but in 2013 i cant convert selections,...
View 1 Replies View RelatedI'm new to Maya, and also new to 3d modeling/animation programs. how can i learn Maya 2011? there are not very good learning paths to find on the internet.
View 1 Replies View RelatedIm a maya user since 3 or 4 months. Distance between tool for rigging which i cant find in maya 2013.
View 2 Replies View RelatedHow to craete feathers in maya 2012? Or any good plugin for it for win. 7 x32 bit Maya 2012 ?
View 1 Replies View Related