View Full Version : mayas modeling
Dr-spline 07-29-2002, 05:20 AM when i started using maya about 6 months ago everyone started telling me how awsome the modeling tools are... while the tools do kick ass they have so many flaws that why would you not model in something else?
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wedge
07-29-2002, 05:59 AM
what else would you modeling? what flaws? I find maya's modeling to be very nice and very straightforward. I fiddled around in Lightwave for a few minutes, and (probably because I didn't understand the GUI) i found it difficult to make the most simple of shapes.
Dr-spline
07-29-2002, 06:21 AM
lol yea lightwave sucks as far as modeling you have to drag xy in one window then z in another, one of the biggest flaws besides the butt ugly gui is that when using a sphere to model a head for instance the outer verts are invisable
CitizenVertex
07-29-2002, 08:26 AM
What flaws do you see? I used Max for years and I thought it had better modeling tools than Maya. Everyone, well Max users at least, said so. I recently tried to go back to modeling in Max after using Maya for about a year, and I realised how good Maya's modeling tools really are. I think they are probably the best of any software especially when you use MJPolyTools.
I mostly use polygons and Maya's subdivision surfaces. Here's some tips that may help you out.
First get MJPolyTools.
Make a marking menu for all the MJPolytools functions and give a hotkey to the marking menu.
Make hotkeys for all the modeling tools you use most often.
Off the top of my head, my most commonly used hotkeys are:
ctrl+w: Append Polygon
ctrl+e: Collapse
ctrl+r: Flip Triangle Edge
ctrl+t: Triangulate Polygon
ctrl+y: Quadrangulate Polygon
ctrl+f: Split Polygon Tool
alt+ctrl+v: Delete Vertex
alt+ctrl+e: Extrude Face
alt+ctrl+w: Extrude Edge
alt+ctrl+q: Merge Vertecies
Selecting and edge and presing the delete key hides the selected edge leaving the faces intact. On some odd ocassions, doing this may flip the hidden edge, which may not be what you want.
Click middle mouse button and drag to slide a vertex along and edge when using split polygon. The help line gives you a percentage value for precise placement while dragging.
Use the right click Marking menu to quickly change subobject selections.
Use the snapping hot keys
Make a marking menu with a hotkey for specific selection masks you want to use often.
Use the arrow keys to walk your goup hierarchy, or CVs on a NURBS object.
There's a few extra modeling tools you can download from AW's site as well as some scripts on highend3D, but MJPolyTools and Maya's standard tools are sufficient for most general purpose modeling with Polygons and SubDivisions.
kpalazov
07-29-2002, 08:38 AM
Go maya:) , I agree with all the comments about this fantastic modelling ap.
I'd like to ask if anyone is using the split polygon tool from AW website. It was my fav modelling tool , drawsplit, but they stopped updating from maya 4. Is anyone using this or knows how to transfer it to maya 4.
thanks
take care
Kiril
wrend
07-29-2002, 10:01 AM
have a look in bonusGames. yay!
Dr-spline
07-29-2002, 08:08 PM
hmm while you do have a point mayas tools are just slopy the people at aw need to try to just master them b4 making more
InnerVortex
07-29-2002, 11:39 PM
Sorry im just a noob but can u specify whats the bad things of all that tools Dr? .. i didnt try much other tools than max and maya but id like to know what better there is around
Dudeman
07-30-2002, 12:37 AM
I've done polygon modelling in Max and Nendo. While I feel they are on the right track for being an intuitive efficient modelling system, Maya seems to be in the stone ages. I know Maya is not polygon native. That is probably the problem. I feel they have quite the ways to go before they catch up the nimbleness other poly modellers have.
I find for every single action I do in Max there are 3 in Maya. And I would say that the interactive abilities are practically non-existent.
I don't want to praise Max. But they are doing really well these days. Lookout. I'm working with Maya now and I do like it. But Maya has far too much competition out there. This is something I would like to see almost completely revamped.
I do love the scripts people write.
........just one guy's opinion
-Dudeman:thumbsup:
erm......tell me one feature for poly modeling which you have in max or nendo and not in maya?
gundog
07-30-2002, 03:07 AM
Originally posted by iC4-
erm......tell me one feature for poly modeling which you have in max or nendo and not in maya?
a edge bevel that works correctly. no word on if they fixed it in 4.5 either.
CitizenVertex
07-30-2002, 07:24 AM
Originally posted by gundog
a edge bevel that works correctly. no word on if they fixed it in 4.5 either.
I don't have a problem with the bevel tool. Can you post an example of it not working correctly? I'm curious.
gundog
07-30-2002, 07:53 AM
Originally posted by CitizenVertex
I don't have a problem with the bevel tool. Can you post an example of it not working correctly? I'm curious.
pretty well known problem. could do a loop split on both sides. adjust the slide value and then delete the interior edges, but what a hassle for something that should work properly.
http://www.highend3d.com/boards/showthreaded.php?Cat=&Board=mayamodeling&Number=107136&page=&view=&sb=&o=
BTW, once again, thanks to Mikkel Jans for the MJPolyTools.
there are bevel scripts at highend3d so you can't say maya don't have it
3dmaxs best poly tools are also scripts/plugins if I'm not wrong
same with maya....mjpolytools are great and with other scripts from highend3d it's one of the best poly modeling programs out there
pushingpixels
07-30-2002, 12:20 PM
Ok I'm really a Maya fan, but I did a lot of in-game low poly modeling in Max. And it took me a while before I manage do the same in Maya, But there is something i really liked in Max and that is that you could still select a "hidden edge" to flip it or something... Is there a way you can do that in Maya without triangulating the face, flipping the edge, deleting it again?
gundog
07-30-2002, 04:38 PM
Originally posted by iC4-
there are bevel scripts at highend3d so you can't say maya don't have it
3dmaxs best poly tools are also scripts/plugins if I'm not wrong
I brought up the fact that it didn't work correctly. This is not a biased statement.
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