Friday, August 16, 2013
Thursday, August 15, 2013
Wednesday, August 14, 2013
Tuesday, August 13, 2013
Splitting polygons
Modeling edge loops that flow with the muscles can be a time consuming process and there is no quick and easy way of achieving this.
when you first begin a model, you usually need to block all the important edge ring, up to the point where you can begin splitting edges to match muscle flow. you can then concentrate on creating important definition to the edge rings. at hits point, you don't need to bother keeping everything in quads. quads become important once the definition of the entire character is established.
Following are some example techniques that can be used to help create the muscle flow.
1. Guide curves
When your topology is flowing in different directions than what it should be, it can be difficult to break away from it. a recommended technique is to draw NURBS curves on the surface of the creature , which can serve as helpful guides when modeling according to your creature's muscle flow. These curves are then referred to as guide curves.
when you first begin a model, you usually need to block all the important edge ring, up to the point where you can begin splitting edges to match muscle flow. you can then concentrate on creating important definition to the edge rings. at hits point, you don't need to bother keeping everything in quads. quads become important once the definition of the entire character is established.
Following are some example techniques that can be used to help create the muscle flow.
1. Guide curves
When your topology is flowing in different directions than what it should be, it can be difficult to break away from it. a recommended technique is to draw NURBS curves on the surface of the creature , which can serve as helpful guides when modeling according to your creature's muscle flow. These curves are then referred to as guide curves.
- Select the geometry for which you wish to create guide curves.
- Toggle on the Make live button located in the status Line or select Modify --> Make live
- Select Create ---> EP Curve Tool
- Draw directly on the surface to create a guide curve that follows the shape of the live geometry
- Assign the curves to a layer and then set a color override for that layer
- model the muscle flow of the geometry
Tuesday, August 6, 2013
Soft modification Tool
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Autodesk maya Tool
Soft Modification Tool
With the Soft modification tool, You can manipulate a group of vertices at the same time as a gradual fall-off from the deformer;s center. This tool gives you the feeling of really sculpting in 3D, and is very handy with high resolution models. the following is a short description of how to use this tool
1. Test geometry
- select Create -->polygon primitives-->plane
- scale the geometry as desired
2. Soft Modification Tool
You can use the soft modification tool in two simple ways.
- With the plane still selected click on the soft modification Tool icon in the Toolbar.
or
- With the planestill selected, go to the Animation menu set by pressing F2 and select Deform ---> Soft Modification
Once you use the tool, you should see the deformer's manipulator appear in the view panel on the plane.
Autodesk maya Tool
Soft Modification Tool
With the Soft modification tool, You can manipulate a group of vertices at the same time as a gradual fall-off from the deformer;s center. This tool gives you the feeling of really sculpting in 3D, and is very handy with high resolution models. the following is a short description of how to use this tool
1. Test geometry
- select Create -->polygon primitives-->plane
- scale the geometry as desired
2. Soft Modification Tool
You can use the soft modification tool in two simple ways.
- With the plane still selected click on the soft modification Tool icon in the Toolbar.
or
- With the planestill selected, go to the Animation menu set by pressing F2 and select Deform ---> Soft Modification
Once you use the tool, you should see the deformer's manipulator appear in the view panel on the plane.
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