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# 4 06-03-2003 , 12:18 PM
Jim's Avatar
Registered User
Join Date: Jun 2002
Location: Adelaide Australia
Posts: 201
Hi,

A method that I find useful is to model using either smooth Proxy, or CPS tools. When the poly object is finished I then convert to SubD and switch to 'proxy' mode to texture and bind.

Maya's Subd's become pretty slow (interactivity wise) when using with large meshes. Also, last time I tried (Maya 4.0) tools like artisan paint select and sculpt poly didn't work real well with SubD.

also here is a really nice poly/Subd tut for Max that can be easily interpreted for Maya.

https://www.3dtotal.com/ffa/tutorials...c/joanmenu.asp

Always aim for 4 point poly's. think of an individual poly as a sheet of rubber being stretched evenly from 4 different sides. Now think of a 3 or 5 pointed sheet of rubber being stretched around the sides. A four pointed poly will smooth/subd better because the poly's are (like a quilt) more evenly stretched, etc.. hope this makes sense.


re jim


Mayan elder......only in years.....