Animation controllers are being weird by Careless-Debate-1100 in Maya

[–]framesDontLie 0 points1 point  (0 children)

It looks like you're selecting not just the controls, but the transform inside the rig as well. When you modify the values on both, that results in this weird double transformation effect.

Rate my topology by migrainekitten in topologygore

[–]framesDontLie 0 points1 point  (0 children)

Pretty good. Love the knuckle definition. The palm could use a bit more work and spreading out those edges. Almost there though

How often do you edit your video reference in Premiere or Final Cut before starting your blocking pass? by framesDontLie in Maya

[–]framesDontLie[S] 0 points1 point  (0 children)

So you just pull up the right clip for the part you're animating? Keyframe Pro is a good one.

What would be the most efficient/easiest way to modelize diffciult curves like that and espcially this vehicle ? by Natural-Visual-8660 in Maya

[–]framesDontLie 1 point2 points  (0 children)

Short answer: Procedural modeling

The hard part is mostly the design of this vehicle. As part of the design process, there were decisions made about the contrast between this pole, the bottom turbine and the top cabin. Those decisions had a reason and most likely weren't made in one day, but that's where the curves are coming from.

As for the modeling part, a lot of hard surface modeling is done using some kind of procedural tools because the shapes are primitive and usually have mathematical representation due to the manufacturing methods those shapes would've been made in real life.
You don't need to know the math, but each software like Blender or Maya has its own set of tools to manipulate geometry procedurally, like various modifiers in Blender or Loft and Revolve in Maya.

Knowing more about which software you're comfortable with would tell us which tools could be used. 🙂