Cube
Hello everyone,
I work with Maya 7.0 and I would like to know how can you model a Cube the same way you can model a Cylinder or a Sphere. I would like to model the whole Cube in stead of the faces. Greetings Brecht |
Why do u want to do that?!
Sure u can create a cube if u place 8 single curvepoints to create a cube, but u wont get around to have faces in the cube ^^ I dont get it what goal u wanna reach with that! its just 1 click to create a normal nurbs/poly cube... |
No, you completely misunderstood :)
When I place a NURBS Cube on my Maya Project I don't want to model each face apart, I want to know how you can model the whole thing. |
You would have to model each curve for the cube and then attach each curve but they may bend as they are nurbs geometry. Create a polycube and covert it to Nurbs...
I will make an attempt at a full nurbs cube to see if it is possible, for my own morbid curiosity... Infact wtf am I talkin about... Create the nurbs cube and try the attach surface command... |
But when you can't model the whole cube, how can you make something like this:
_ | \ | | |_| |
Do it with polys, it'll make your life a whole lot easier.
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What for are the NURBS primitives then?
Greetings Brecht |
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Yeah that picture expalins a lot... FYI Open Season was done in Polys and converted to Sub-D/NURBS
NURBS stands for Non-Uniformed Rational B-Splines NURBS is a geometry used by a lot of modellers to blockout there models prior to converting to polys then Sub-D. Some use NURBS as the only geometry to model from using the tools like attach/detach surface, Curves, Make/Fill Hole, the list is endless. Look at your Maya Help Files (F1) and there are tutorials and information of NURBS and there uses, also there are loads of tutorials on NURBS Modelling online. IMHO it gets great results, but it is very time consuming and not the fastest when it comes to tight deadlines. Use Polys and Sub-D's Enjoy... |
I have another question that is not really related to the topic but to Polygons, when I union them they sometimes dissapear. Even when they really are into eachother :s.
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Don't feel left out, everyone here will have had a problem with any or all of the Boolean operations...
When you do any of these operations I would always check these... Polygon > Cleanup (Option box) check the non-manafold geometery and then apply. This tool checks your selected geometry for bad geometry. Also ensure that the two bits of geometry overlap each other atr every vert or it will also get a problem... |
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