This course will look at the fundamentals of modeling in Maya with an emphasis on creating good topology. We'll look at what makes a good model in Maya and why objects are modeled in the way they are.
more af a zbrush than a maya question, but posting here because I've tried the zbrush forums and they're so slow.
I've got a character model, one piece from head to toe. In zbrush, a subdivision level high enough is too slow. So, I've googled and read tuts on how to sort this but still can't figure it out.
I want to be able to selectively work on different parts of my model so I can subdivide further; I've tried with quick select sets (head, torso, leftArm, rightArm) which seem to be recognised (maya says my object has "x" groups) but they don't work when I try to split polygoups.
Even tried downloading mudbox trial, which crashes when I subdivide (got a couple of tris, which I just can't get rid of, think these are to blame).
If someone could explain how I can divide up my mesh in zbrush to allow me to work more efficiently at high subd levels, I'd be very grateful. Spent all day yesterday and had no luck.
since it's a whole torso, a couple of million. The legs are completely fine since they won't be seen... I hadn't thought about what you suggest, as simple as it sounds... I don't have zbrush in front of me just now - so you can just divide, it'll get slow, but then just show the part you're working on?
It sounds so simple I can't believe I never tried it... should have been the first thing I tried.
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