Man, i really could have used this project-saving trick a few years ago when I was still working on my computer animation degree. This video is definitely getting added to my "Favorites" list for future reference.
thanks for the tutorial, but i think max spline workflow is much more advanced and does have lot of option to modify the curve, fillet-chamfer-trim and more that make these kind of modeling easy to work with...maya curve is more like toward surface modeling like alias, wich is hard....in max, you bevel profile the curve around the corner shape and voilaa
Good idea, Mike. I've seen many people struggle to find solution for those corners. Also, Reverse Direction in Mesh Display won't work 'cause it's for poligon geometry. There's another Reverse under Surfaces for NURBS.
That's because maya is awful form modeling! It's a great program for animation and is the industry standard for that for a reason...but lmao no one in the industry models through maya. YUCK!
I noticed you clicked two curves and hit loft for each mold, if I remember correctly, you just need to select all curves in order and hit loft to get a faster result
@@MHTutorials3D You can switch "cubic" to "linear" under the loft settings and loft all the curves together. You can also close the surface with the loft option.
Hey Mike! Thankyou for your videos its realy helpfull. Can I ask you to make video how to add all this "bump mapping" and all the rest what we get after texturing in Substance painter, or if I download some textures from the internet with this different maps. thank you !!
I'm new to Maya but coming from a CAD background where we do this sort of thing by making one profile, tracing a path around the whole room and then using a "Extrude along a path" command. I know there is a extrude along a curve command in Maya. Would that not work here?
quick question for you mike, i have tried to search for this and just can not seem to find it, but in Maya 19 how do i set the default size of a new primitive to say 40 every time. i know you can change it before you click the accept i just want it to always create one at 40,40,40 but can not seem to find where to set the default
Hey Mike, i have a question. I created a custom polygon using the "create polygon tool", then i enabled symmetry so whatever i do on one side would be duplicated on the other, but for some reasons symmetry doesn't work on custom polygons, any help ?
Is there a way to make it work on a created polygon ? like in substance painter, i just activate it and it automatically put the symmetry line in the middle of the object and anything i paint on the right is automatically painted on the left as well
Man, i really could have used this project-saving trick a few years ago when I was still working on my computer animation degree. This video is definitely getting added to my "Favorites" list for future reference.
Thank you very much !
thanks for the tutorial, but i think max spline workflow is much more advanced and does have lot of option to modify the curve, fillet-chamfer-trim and more that make these kind of modeling easy to work with...maya curve is more like toward surface modeling like alias, wich is hard....in max, you bevel profile the curve around the corner shape and voilaa
Good idea, Mike. I've seen many people struggle to find solution for those corners.
Also, Reverse Direction in Mesh Display won't work 'cause it's for poligon geometry.
There's another Reverse under Surfaces for NURBS.
Thanks
Great but in 3d max is more easier only few clicks and you get the job done drawing the shape you like and using sweep modifier
That's because maya is awful form modeling! It's a great program for animation and is the industry standard for that for a reason...but lmao no one in the industry models through maya. YUCK!
Great and helpful tutorial. Thank you sir 🙂
Very welcome
great tutorial thanks. could you possibly do an arch top panelled door sometime in the future. i just cant curve molding to the shape
I actually did several videos on arches
I noticed you clicked two curves and hit loft for each mold, if I remember correctly, you just need to select all curves in order and hit loft to get a faster result
I tried that and things exploded
Mike Hermes ah damn, well, a lot of things are hit and miss with this software
@@MHTutorials3D You can switch "cubic" to "linear" under the loft settings and loft all the curves together. You can also close the surface with the loft option.
Hey Mike!
Thankyou for your videos its realy helpfull.
Can I ask you to make video how to add all this "bump mapping" and all the rest what we get after texturing in Substance painter, or if I download some textures from the internet with this different maps.
thank you !!
You have to make them or buy them
thanks for the tutorial I really love your experience in MAYA >>Are there easy ways for COMPLEX model ???
Awesome Mike !!!
Thank you !
thanks I was looking for that👌
Very welcome Nestor !
thank you !
Very welcome
Nice.
Thanks Martin
HI Mike. What hardware are you using?
I'm new to Maya but coming from a CAD background where we do this sort of thing by making one profile, tracing a path around the whole room and then using a "Extrude along a path" command. I know there is a extrude along a curve command in Maya. Would that not work here?
It would but it would be a lot more work and less accurate
Lit!
Hey Mike, I love your videos i have learned a lot from them. but could you make your videos a bit more audible.
More audible ?
what is better about ep curve tool as apposed to a bezier curve? i feel bezier is more intuitive
Personal preference I guess
Mike Hermes great tutorial by the way, I just didn’t know. Thank you for all your work!
quick question for you mike, i have tried to search for this and just can not seem to find it, but in Maya 19 how do i set the default size of a new primitive to say 40 every time. i know you can change it before you click the accept i just want it to always create one at 40,40,40 but can not seem to find where to set the default
In the option box of the primitive you select :-)
Quick question Mike..In Maya, is there a difference between "Merge Vertex" and "Target weld tool"?
As far as the merging, no But the target weld tool lets you weld A to B, B to A or bring them together in the middle
Mike what's your set up specs?
Intel i7 multicore, GTX1080T, 64GB Ram
Hey Mike, i have a question. I created a custom polygon using the "create polygon tool", then i enabled symmetry so whatever i do on one side would be duplicated on the other, but for some reasons symmetry doesn't work on custom polygons, any help ?
Symmetry only work when the model is symmetrical
Is there a way to make it work on a created polygon ? like in substance painter, i just activate it and it automatically put the symmetry line in the middle of the object and anything i paint on the right is automatically painted on the left as well
Sir plzz do one car model
FYI: Mac users do not have an "insert or ins" key....
Hold the "D" key. Has the same effect
Thank you, I was going to ask about that