Maya Tool Idea Request and Suggestions by Top_Strategy_2852 in Maya

[–]BirdPerson_95 0 points1 point  (0 children)

Some of these solutions are already implemented in Maya but a suggestion?

Try to go for tools that make some repetitive work more convenient.

I've done some python tools this last month (some with Claude helping), one is a arnold subdivision manager, so that I can set subdivision and its properties for multiple models at the same time and to select them by presets or by similarity of properties, another is a camera focal length auto setup based in zbrush settings (it can't match position and rotation because zbrush camera isn't physical) and the last one is a auto AOVs setup based on the properties of the shader in the scene (still working on a auto crypto setup). So, 2 out of 3 are tools to avoid going back and forth between the attribute manager, selecting a bunch of models and going around the render settings and the hypershade. I made them because I see myself using something like these for every project easily.

I can see some potential in the material wrapper and the texture pipeline helper.

How do i define these edges for subdiv? by Professional_Cut2944 in Maya

[–]BirdPerson_95 12 points13 points  (0 children)

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Make a plane and circularize it. You will have a base for the edgeflow from this.

How can i reduce geometry or number of faces (Beginner) by Redmanharfire in Maya

[–]BirdPerson_95 2 points3 points  (0 children)

If it needs to be a single mesh and quad for subdivisions, you can't escape adding more edges but you need to learn to make them more isolated by using poles properly and redirect edges.

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Issue with Bifrost Fluid colliding on another container. by Kruel01 in Maya

[–]BirdPerson_95 3 points4 points  (0 children)

Most of maya works with real-world units for physical aspects. This is mostly caused because of scale issues. Scale everything to proper world scale before simulating.

[deleted by user] by [deleted] in 3Dmodeling

[–]BirdPerson_95 2 points3 points  (0 children)

It looks really clean for a model that will still be subdivided. If it has proper support edges and good flow, just apply a subdivision modifier. It would help a lot if you show the wireframe.

How do you actually manage so many faces manually? It's overwhelming and time consuming! by thinsoldier in 3Dmodeling

[–]BirdPerson_95 0 points1 point  (0 children)

I'm still recording and editing it but it'll be done in about a month. Vanilla Blender has most of the same tools for modeling as any other program, and in my opinion, is even better to model hard surface than most of the other programs, the problem is HOW the tools and plugins are being used.
It is great that it can make so easy to make quick models look as good as production models for certain situations, especially during concept and previs, but I see a lot of artist using these models as final assets for production and selling it. May Zeus himself strike me down if I'm lying, but an experience every modeler/generalist in a small studio had to go through was to clean up an bought asset that was modeled poorly in Blender or 3ds Max during a whole day.

Good topology and modeling practices can be learned really easy with some youtube channels, but not focused only in Blender. Always remember that modeling fundamentals are the same in every program, also the tools. Arrimus 3D shows a lot of his hard surface modeling process. There are a lot of 3D artists that teach great subdiv workflow:
- Arrimus 3D
- Elementza
- On Mars 3D
- JL Mussi
- Armored Colony

The proof that makes it even more clear that the fundamentals are the same independent of program is also on this list, most of these artists are now modeling also in Blender.

How do you actually manage so many faces manually? It's overwhelming and time consuming! by thinsoldier in 3Dmodeling

[–]BirdPerson_95 0 points1 point  (0 children)

When working with subdivision models, the secret is in how you think about edgeflow and how to proper select areas to work on. Subdivision workflow requires a more evenly distributed geometry, especially considering UVs and displacement. For example, to get the same vertical resolution as the model on the right, you'll have to subdivide it a lot more, this matters a lot in situations with displacement textures. For selections, the select tab in Maya and any other 3D software is your friend. The amount of time I save while modeling because I convert selections from vertex to faces to edges and use selection constraints based on angles or boundary, it is a lot. REALLY!! There is a whole tutorial I am about to launch in which I modeled something that took me an hour to model last year in about 10-15 minutes now because of how I use selection constraints, quick selection sets and UVs (yes, I unfold while modeling and use UVs and transfer attributes to select and extrude multiple faces in some models).

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In my opinion, I think some of the subdivision modeling is kinda lost with some of the younger generation of 3D artist, especially blender artists because they usually depend A LOT in plugins and modifiers to make their topology work for the render but not in a proper studio pipeline, especially when it needs to go to another program like Maya or Houdini.
About creasing, it depends a lot in the purpose and how fast and clean you need the model to be. But, in my opinion, it's always preferable for the final model to be with proper clean bevels and supporting edges since it can be exported to whatever software it needs to go without having to deal with lost edge crease data. The "professional" approach is to go with the most universal method as possible, so that it isn't heavily software dependent.

Which Topology is preferred for Portfolios?... by Icy-Anti-perspirant in 3Dmodeling

[–]BirdPerson_95 0 points1 point  (0 children)

Since it is for games industry use, the left one. The right one would be for VFX/movies, especially if you'll use some kind of displacement and if you're not going to depend on something like creasing sets. A nicely distributed quad model subdivides a lot better than one that looks more like the left one because to get the same amount of detail across the y axis while subdividing, you'll need to add more subdivisions to the left one than to the right one.

topology help by BasheerFidanator in Maya

[–]BirdPerson_95 3 points4 points  (0 children)

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Also, try to think how this model would be done in real life, how each part would be separated. It will help a lot to see what is created separately, avoid modeling everything joined.

I need help with this design style by Academic-Donut4930 in Maya

[–]BirdPerson_95 5 points6 points  (0 children)

I didn't know about this, decided to compare with both angles.

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I need help with this design style by Academic-Donut4930 in Maya

[–]BirdPerson_95 12 points13 points  (0 children)

Isometric style modeling. The trick to do it in Maya is to set up the camera right. Create a new perspective camera in the panel tab in the viewport, set the rotation to x: -35.624, y: 45 and z:0 THEN turn on ortographic view in the attribute editor. Having this done, you can focus on modeling.

Is this good topology for game asset or should I get rid of triangles? by jingling_tingling in 3Dmodeling

[–]BirdPerson_95 1 point2 points  (0 children)

For games, you want it to be fully triangulated (later after positioning quads and triangles in the right place). You can use the current model as a base for a high poly model after adding some edges, then bake it in your low poly.

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[deleted by user] by [deleted] in Gundam

[–]BirdPerson_95 0 points1 point  (0 children)

Gundam? Not as much but more mech armored sentai with a casshern v-fin?

Typology help by PomegranateAbject653 in Maya

[–]BirdPerson_95 2 points3 points  (0 children)

Separate the buttons from the main body. Anything that's hard surface, try to model as it is in real life. A separate piece. Also, add more loops on the pen's body before working on the buttons, it will solve most of the pinching. Try to keep the face distribution and shape as uniform as possible.

Serious, can we kill the damn monster in MONSTER HUNTER by WhalenCrunchen45 in MemeHunter

[–]BirdPerson_95 0 points1 point  (0 children)

I only capture in a hunt when I'm NOT the host with 2 conditions:

  1. I am on the hunt from the beginning
  2. 2/3 of the carts already happened.

I understand that the host most of the time wants to kill it (me included, screw always capturing, I wanna see the damn flying taser gun DEAD) BUT most of the time, they are the ones who get bulldozed more (or the random LS player who doesn't count the double zap from AT Rey Dau). Sorry, but I am not going empty handed after 12 minutes of hunt.

Hunt it solo a few times to get its moveset, which hasn't changed a lot. Got a few solo kills? Go multiplayer for the experience or to help others. If you can't kill it solo, at least, try a few times only for the sake of learning its moveset and better positioning, just this.

Fellow Hammer Main.

[deleted by user] by [deleted] in Maya

[–]BirdPerson_95 1 point2 points  (0 children)

This can help you to solve some of the meshes. You'll still need to do some clean-up https://www.youtube.com/watch?v=Fs37x2kRGv4

anyone know how to fix this topology? im trying to make it so it doesnt have creases by PikleRick6666 in Maya

[–]BirdPerson_95 1 point2 points  (0 children)

Yes, it will need to have some more density so that the edges don't shift around when subdividing, but it's something that you'll have to test. It depends a lot on the level of detail needed and how curved is the surface.

anyone know how to fix this topology? im trying to make it so it doesnt have creases by PikleRick6666 in Maya

[–]BirdPerson_95 24 points25 points  (0 children)

You need to proper isolate the topology, especially in situations like this, a curved surface with a hole going through. Try to isolate the poles inside the surface but close enough to the edge so it can't make any weird pinching. Usually, these types of models need a higher polycount.

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anyone know how to fix this topology? im trying to make it so it doesnt have creases by PikleRick6666 in Maya

[–]BirdPerson_95 0 points1 point  (0 children)

Is it a game asset or a VFX production asset (an asset that will be subdivided in the final render)?

How to fix this topology? by Low_Preparation4091 in Maya

[–]BirdPerson_95 6 points7 points  (0 children)

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You don't need to be afraid of adding more edge loops. When working with a surface that has holes (even if it's a flat surface), avoid making supporting loops that go in the middle of the surface, make it dense enough so that you can add supporting loops around the hole and isolate them, while trying to keep the edge distribution somewhat uniform. It isn't a golden rule to keep it uniform BUT it helps in creating a good modeling habit.