I initially was going to stack the uvs for every section of that cylinder but changed my mind. You do not have to duplicate, combine and merge for that first section, just create that first cylinder these settings: Height: 2 Subdivisions along height: 4
I have more questions about your workflow. I enjoy your tutes and am a subscriber, but I saw a few things that seemed like they could have been done differently. Please tell me if I'm wrong. 1) Why not create one massively long cylinder, with an appropriate number of subdivisions? 2) Why not use cylindrical mapping? It's easy enough to rotate the icon to hide the seam. 3) If you're going to build the rope in pieces, why not normalize the UVs for each cylinder piece, this way guaranteeing a seamless repetition for a rope shader? In praise, 1) I'd like point out that the curve deformer was something I'd not used much and would have been unsure how to apply it. You made it look easy ;) 2) Also, I liked the tip about scaling up the object in case vertex merging wasn't working. That's something that would not have occurred to my dense head. Question: I know you focus on modeling, but would you consider making a tutorial about a rigged curve that could animate and, therefore, animate a rope? I did that way back in 2003 in Maya Unlimited (v4 or something??), but it's been a long time and Maya's tools have changed a lot since. Thanks!
@@keithyakouboff8755 Hello Keith, here's my thoughts. 1. If I didn't care about the UVs being stacked and overlapping, then I would have. It's easier to create a small section, UV then repeat the sections and UVs are basically done. 2. Could have, since I wanted the cut line towards the inside of the pattern, my method seemed to be efficient. 3. I've used this workflow for with substance painter and never really had issues with the repeating pattern.
@@jlmussi That is a solid answer. From a modeling and UV standpoint, it looks like your method is much faster too. Before seeing this I use to create a flat shape and extrude along path. The UVing was a nightmare and overall it took a lot longer. I can see the benefits. Definitely a tool I plan on using.
hey listen man i dont comment usually for any video but i got to say your tutorial are really good easy to understand and straight to the point thanks ! i have been looking for curve warp for like 3 days ! thank you
Glad you're enjoying them. Unfortunately I haven't dealt with hair and fur yet, but its on the list of skills to master. Once I do, I will share my knowledge.
This is neat! Just picking up more of Maya since I finally switched over from Softimage. I think I'll be doing this but save it for last and use a pre-baked tiling material instead of raw highpoly mesh. Thanks!
I followed all steps and when i try to scale down the rope it undo the twist gradually (also when i try to make it bigger the twist is lighter or stronger) so how can i fix that?
So I am revisiting this today because I remembered the wrapping bonus that was mentioned here. Long story short. I'm working on a glass bottle with a twine net-like knotted structure around the bottle and twine wrapping around the neck. (A $3.00 bottle I found in a Dollar General.) Would you just use curves for the knots or is there another way you would model things like square knots and such?
Hey i am a subscriber of your channel i love your tuts I want to learn about the maya fast work on objects. Can you plzz help me to do fast and easy work and plz make a tutorial of it. Thanks
Awesome Video. Quick question what is the benefit of having the cylinders separate? While I haven't done rope like this I usually would make the verts touch and then delete the inner faces to reduce poly count. I could see the UV issue you had but is that the only reason?
If you can delete a couple of faces for the sale of efficiency then go for it. I just built the strands as they would be in real life for the sake of the tutorial but i look i generally try to delete faces the in production if possible.
Jesus... 17min for this? why do you do this in Maya. Just use 3dsMax. 4 Cylinder > Twist > PathDeform. Done in 1 min. You can even change anything later procedurally.
It's 17 minutes because he is explaining not just what to do but why to do it. I'm sure if he wasn't having to explain it to camera and demonstrate for the video it would be much faster.
i'm both 3DMAX and MAYA Guy... and this video is more than just how to do it, but it also gives you ideas ... Based on the cases . sometimes i use both of two.
I initially was going to stack the uvs for every section of that cylinder but changed my mind. You do not have to duplicate, combine and merge for that first section, just create that first cylinder these settings:
Height: 2
Subdivisions along height: 4
I have more questions about your workflow. I enjoy your tutes and am a subscriber, but I saw a few things that seemed like they could have been done differently. Please tell me if I'm wrong.
1) Why not create one massively long cylinder, with an appropriate number of subdivisions?
2) Why not use cylindrical mapping? It's easy enough to rotate the icon to hide the seam.
3) If you're going to build the rope in pieces, why not normalize the UVs for each cylinder piece, this way guaranteeing a seamless repetition for a rope shader?
In praise,
1) I'd like point out that the curve deformer was something I'd not used much and would have been unsure how to apply it. You made it look easy ;)
2) Also, I liked the tip about scaling up the object in case vertex merging wasn't working. That's something that would not have occurred to my dense head.
Question: I know you focus on modeling, but would you consider making a tutorial about a rigged curve that could animate and, therefore, animate a rope? I did that way back in 2003 in Maya Unlimited (v4 or something??), but it's been a long time and Maya's tools have changed a lot since.
Thanks!
@@keithyakouboff8755 Hello Keith, here's my thoughts. 1. If I didn't care about the UVs being stacked and overlapping, then I would have. It's easier to create a small section, UV then repeat the sections and UVs are basically done. 2. Could have, since I wanted the cut line towards the inside of the pattern, my method seemed to be efficient. 3. I've used this workflow for with substance painter and never really had issues with the repeating pattern.
@@jlmussi Okeedokee. Tanx.
@@jlmussi That is a solid answer. From a modeling and UV standpoint, it looks like your method is much faster too. Before seeing this I use to create a flat shape and extrude along path. The UVing was a nightmare and overall it took a lot longer. I can see the benefits. Definitely a tool I plan on using.
Literally the thing i was looking for right now, and u just posted... perfect timing!
There you go! Those mind reading classes are paying dividends for me.
Thank youuuu. Life saver on typing ropes around abojects
This video is a real life saver, thanks alot mate
bless youtube tutorials like this! Thank you so much!
I thought I knew a lot about Maya... I guessed wrong, so many new stuff! Thanks for these tutorials! 👍
hey listen man i dont comment usually for any video but i got to say your tutorial are really good easy to understand and straight to the point thanks ! i have been looking for curve warp for like 3 days ! thank you
Easy to learn about curves and deformers ..thank u
You are our impression
Thanku sir for teaching me a important basic part of maya software
You're welcome....glad you enjoyed the video.
Thanks a lot man, i used the wire script, but this actually allows me to do a lot of things more. Thank you a lot
Thanks man! Really helped me with a current project, you have a new subscriber!
I can’t remember how many times I have to wrap something on my character. Thanks for noice tip.
Yup kinda of a tricky thing with just trying to shape curves in 3d space.
This was great! you got a new subscriber! Plus I like that you give off a real vibe until the others I have ran across.
just found this, brilliant tutorial man. So helpful!
Thanks JL again! maya LT doesn't have wire tool, so your method perfectly replace it :D
Thank you, Sir!
Hi! Your videos are very helpful thanks. I would like to request you to please make a video tutorial on hair and fur in maya please
Glad you're enjoying them. Unfortunately I haven't dealt with hair and fur yet, but its on the list of skills to master. Once I do, I will share my knowledge.
Thank you so much! From Russia
This is neat! Just picking up more of Maya since I finally switched over from Softimage. I think I'll be doing this but save it for last and use a pre-baked tiling material instead of raw highpoly mesh. Thanks!
nice work dude!Its so helpful
Thank you❤
Very nice workflow.
Awesome stuff, been watching your videos and I enjoy every moment of them.
Thanks for coming by Cristian and glad you like the videos.
It's great very useful 😃😃
Thanks
You can go lower than .01 for the merge verts threshold. No need to scale the entire thing up.
nice
Love your explanations although you speak really fast and I find it hard to follow without pausing often
I followed all steps and when i try to scale down the rope it undo the twist gradually (also when i try to make it bigger the twist is lighter or stronger) so how can i fix that?
Great video very useful
Glad it helped.
So I am revisiting this today because I remembered the wrapping bonus that was mentioned here. Long story short. I'm working on a glass bottle with a twine net-like knotted structure around the bottle and twine wrapping around the neck. (A $3.00 bottle I found in a Dollar General.) Would you just use curves for the knots or is there another way you would model things like square knots and such?
Hey i am a subscriber of your channel i love your tuts I want to learn about the maya fast work on objects. Can you plzz help me to do fast and easy work and plz make a tutorial of it.
Thanks
Why is it not working for me?
Awesome Video. Quick question what is the benefit of having the cylinders separate? While I haven't done rope like this I usually would make the verts touch and then delete the inner faces to reduce poly count. I could see the UV issue you had but is that the only reason?
If you can delete a couple of faces for the sale of efficiency then go for it. I just built the strands as they would be in real life for the sake of the tutorial but i look i generally try to delete faces the in production if possible.
Dang that was a fast reply.
How did you open this edit screen 17:11
it's attribute editor you can find it by pressing Ctrl+A on keyboard, he pulled it in on first monitor, and it was on second one before
Yh so... I think ima leave UVs for a later date... xDD
Dad ❤️
Son?
Jesus... 17min for this? why do you do this in Maya. Just use 3dsMax. 4 Cylinder > Twist > PathDeform. Done in 1 min. You can even change anything later procedurally.
It's 17 minutes because he is explaining not just what to do but why to do it. I'm sure if he wasn't having to explain it to camera and demonstrate for the video it would be much faster.
i'm both 3DMAX and MAYA Guy... and this video is more than just how to do it, but it also gives you ideas ... Based on the cases . sometimes i use both of two.