help plz
hi, I started modeling the rhymbox logo in Maya (check out the link in my signature to see what it looks like).
I first made the grey part in nurbs curves and lofted it, then planar. But when I wanted to move the corner cv's the planar wouldn't go along nicely. So I converted to poly, but now I have 2 holes and when I do 'fill hole' it makes one face across the rest of the model. How can I have it make 2 faces? one for each hole. here you can see the border edges that I need filled. http://www.d2lodshop.com/shibbystuff/triangle.gif |
quick and dirty fix: select the edges you want to fill. extrude the edges - select all the new verts and snap them together (just enable grid snap and move them somewhere). then merge verts, and you are done. if you dont like the triangles, just delete every other new edge. then move the vert in the middle so that the new side is flat.
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that's too dirty. it make 3 big seems.
would there be a way to do this in nurbs? i like smooth corners. |
mhh, if you have unlimited, you could copy the outer isoparm, cut it in 3 pieces and quad it together.but it will have sharp edges. you could copy the 3 pieces, scale smaller and move outwards - then quad them together and use fillet blends to connect the big and the small pieces. after globally stitching it should be holeless (if the tessellation is high enough).
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oops, i meant square - not quad :D
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thx a lot for the replies duck, but I actually did it another way. I made 3 poly cylinders in the corners, moved some vertices around so it matches my lofted triangle then connected them with create poly tool. finally for the front and backside I used append to poly.
I'll let you see the result, as soon as the rest is finished too. |
Append to Poly is how I would have done it as well.
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ok, here's what I made: the logo from www.rhymbox.com.
Can someone tell me why the yellow rings don't render smooth? they're extruded nurbs curves and in the working viewport they look nicer. Also, I'd like the gray triangle to be more metallic of color. Can someone tell me a way to do this? Still haven't learned about texturing. And I'll add in a 3 point lighting system like in that VIP movie by Mike. |
how did you come up with those rings?... did you create a path for the circle?... 'cause i thing i had the same problem with that ...
help for me too... :D |
Crank up the render tessellation of those nurbs.
That should take care of the problem. |
There are some quite nice shaders here;
http://www.highend3d.com/maya/shaders/ the shiny iron one gives a nice metal effect without needing too much tweaking. |
yes, increase tessellation. Could also even increase their geometry a bit, but don't go over board.
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here's what I have now:
http://www.d2lodshop.com/shibbystuff/rhymboxlogo.jpg thx for the advice adldesigner and mike. and thx witchy for the link, though I don't know what to do with it:( LSphinx, I made the rings with nurbs circle, cutting it with an EP curve that goes through it. then extruding what I have with another circle as the profile. now here's some more questions: how do I make the lightspot on the front bigger? how do I make the seams in the triangle go away, or at least soften them? can someone plz help me with that metal texture on the triangle? I downloaded the scene, but I have no idea what to do next. I'll add the scene, so you can help me better. |
When I used that metal shader in a test I opened the Hypershade, went to import, browsed to where I had saved the file from Highend, imported it and then applied it to the surface. You could also try using a blinn or phong with a texture applied.
You could try soften edges on those bits of the triangle (edit polygons/normals/soft-harden). |
texture just looks dark grey when I apply it, but I'll try that again later. afters watching the sword texturing movie again.
I figured the lighting out, attribute editor for the blinn material on the ball, 2 sliders there control the 'radius'. soften/harden didn't work though. any other help on that is greatly appreciated. |
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