Introduction to Maya - Modeling Fundamentals Vol 2
This course will look in the fundamentals of modeling in Maya with an emphasis on creating good topology. It's aimed at people that have some modeling experience in Maya but are having trouble with complex objects.
# 1 07-06-2004 , 02:01 PM
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problem..

Hi!

can someone please help me?! im trying to make this logo in Maya.. so i've imported outlined curves from Illustrator into Maya to get the curves of the logo.. then lofted/planar the curves to get the surface.. so far so good=)

but this is where the problem starts.. now i'd like to make the corners rounded (1) and also bend the logo a bit (2) as i've tried to show on the attached image.. which is a front view of the logo..

Can anyone please tell me how to do this.. i've tried converting to polys and subd's.. but it didnt work out any good.. please help!

Attached Thumbnails

Last edited by Zamien; 07-06-2004 at 02:05 PM.
# 2 07-06-2004 , 02:53 PM
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use a lattice to do the 2nd part. Or a non-linear bend (in the deform menu).

I'm not too good with nurbs so I'm not too sure about the rounded corners but I'm sure someone else will help you out.

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# 3 07-06-2004 , 03:30 PM
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you might want to try the beveling tools under the Surface menu for the rounded corners.

# 4 07-06-2004 , 03:41 PM
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I would use the bevel tool. So instead of lofting or extruding. Select the original curve than under sufaces bevel. You can pick top bevel bottom or both.

# 5 07-06-2004 , 03:49 PM
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Save yourself some grief, and apply BevelPlus to your curves instead of lofting....this will create your surface and you can choose exactly the type of bevels you want on the edges (concave, convex, straight in/out, etc.)....it's perfect for what you're trying to do.


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# 6 07-06-2004 , 08:05 PM
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ok thanks all of you.. i'll try that and see if i can get it to work=)

thanks!

# 7 08-06-2004 , 02:25 PM
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ok.. the bevel worked very nice for my rounded edges.. thanks!
but.. here's the next problem:o earlier i used "planar" to create the surface of the letters.. how do i do this know?

# 8 08-06-2004 , 03:07 PM
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I'd have to suggest converting to polygons... would be much easier.

# 9 08-06-2004 , 03:14 PM
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You should be able to select the isopalm where you want the planar face to be and then just do as you would to make the planar surface.

# 10 08-06-2004 , 04:40 PM
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you mean just convert to polys then smooth it out?

# 11 08-06-2004 , 04:45 PM
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managed to planar the surface from the isoparms like you saiduser added image
buuut..... (i'll never get this to work=) now the planar surface just is'nt keeping up with the curvature of the lettersuser added image when i render i get like a seam where the isoparm i planared is.. and i know i managed to get rid of this before.. but i just can't remember how i did... the planar is set to cubic.. and i've tried increasing the isoparms in both U and V directions.. but nothing works?user added image

# 12 08-06-2004 , 05:08 PM
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select the planar surface and in the attribute editor crank up the tesselation od the U and V to about 4 or 5. to this to both obkects. The higher the number the longer the render. So only go as far as you need to. mtmckinley mentioned converting to polys. This may be a wise choice depending on what you are doing next with this.

You can just convert the beveled surface to poly and than select the inner edges and fill hole. Should work.

# 13 08-06-2004 , 05:57 PM
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humm.. went to the attribute editor, and under Tesselation i put the "U Divisions Factor" and the "V Divsions Factor" to 4.. and curvature tolerance to highest.. nothing changed=( then i checked the advanced box.. set ut to "per span # of isoparm" and turned the u & v up to 5... still nothing.. am i just stupid or have i missed something?=)

# 14 08-06-2004 , 06:20 PM
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you will probably have to render to see the diff.

# 15 08-06-2004 , 06:22 PM
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yepp.. i did.. nothing changeduser added image user added image

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