View Full Version : How to make smoother primitives?
Sho Takahashi 08-30-2003, 05:46 PM Yes that's it guys please illuminate me it could save a lot of time!
What I mean with smoother primitives is like the one you can automaticaly create a la lightwave or a la 3dsmax.
Sorry if this has been already said but i'm a pour 56k user :thumbsdow
hope to get help
§Thanks
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Marcel
08-30-2003, 06:26 PM
You can set the number of subdivisions on most primitives after you've created them. For example if I make a cylinder I can click on the word 'Polycylinder1' below INPUTS. More options will appear, like the number of subdivisions.
Sho Takahashi
08-30-2003, 07:22 PM
Sorry but what i want is not a subdivided primitive
I remind that in lightwave i used to change the radius and the radius segments. But i don't have the same input window than you Maybe because i use the 5.0 version, So i dont have the radius comand please help me if you can
Thanks
Sho Takahashi
08-30-2003, 07:34 PM
Maybe my question was not that clear what i want to do is to make the edges of a cube more rounded and with as less poly as possible.
klingspor
08-30-2003, 07:41 PM
Maybe my question was not that clear what i want to do is to make the edges of a cube more rounded and with as less poly as possible.
I'm also not quite sure what you're trying to do here... but perhaps you mean the "bevel" command? It's in the "Edit poly" menu... I'm sure you can find the rest in your manual.
Sho Takahashi
08-30-2003, 07:47 PM
Thank you stephen I really didn't know that the bevel tool work like that. I'm trying to learn maya from lightwave and in lightwave the bevel tool is similar to the extrude one in maya!
Thank you again
DeathBrain
08-30-2003, 08:04 PM
Select your polygon object then > polygons > smooth
Note : only works for polygonal objects
:)
BRUTICUS
08-30-2003, 08:16 PM
yeah they call it meshsmooth in max, also you can go to edit polygons | normals | soften harden, and soften the normals, if you are talking about smoothing groups in max.
DiGiman
08-31-2003, 01:31 AM
Try this..
Create a cube.
Subdivide it a few times.
Go Deform > Create Sculpt Deformer
Adjust the parameters to give you what you need.
Electrofirma
08-31-2003, 02:42 AM
If your speaking of the 3DS extended primitives such as spindle, chamfer box, capsule, etc...
Then there are no primitives in Maya which resemble these...
Sorry! :blush:
EDIT: I don't think so anyway. I've been wrong before.
Modulok
08-31-2003, 06:02 AM
...there isn't a teapot primitive in maya either...*mumble* teapot primitive wtf :rolleyes: *mumble*
:p
-Modulok-
BRUTICUS
08-31-2003, 06:03 AM
every 3d program should have a teapot primitive,..
wrend
08-31-2003, 06:51 AM
rounded box primative on alias site, otherwise just write them yourself (that can just be a set of instructions to proceedural generate the shapes, it neednt be api).
misterdi
09-01-2003, 05:15 AM
No, you are wrong, Maya 5.0 now got the teapot primitive. But it is not a standard primitive, it is a paintFX mesh. Play with paintFX mesh, you will see that creating extra primitive could be a fun.
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