3D Modeling: Difference between revisions
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== Smoothing == | == Smoothing == | ||
Below is a link to what is really happening when you apply a smooth in Maya or a Turbosmooth modifer in 3DSMax. | Below is a link to what is really happening when you apply a smooth in Maya or a Turbosmooth modifer in 3DSMax. | ||
The major points to grasp here is that normals (faces) averaged center and the edges averaged centers are what controls the location of the new edge being created. | |||
[[https://en.wikipedia.org/wiki/Catmull%E2%80%93Clark_subdivision_surface Wikipedia Link to Catmull-Clark]] | [[https://en.wikipedia.org/wiki/Catmull%E2%80%93Clark_subdivision_surface Wikipedia Link to Catmull-Clark]] | ||
== Resolution Reduction == | == Resolution Reduction == | ||
Revision as of 15:08, 18 December 2025
Concept
Character Sheet Creation

Geometric
Components
[Geometric Objects, Components]
Curves
Curves
Revolve
Extrude
Loft
Tools
Extrude
Connect
Bridge
Merge
Deformers
Nonlinear Bend
[Maya – Nonlinear Deformer Bend]
Lattice
ShrinkWrap
[Maya - Defomer - ShrinkWrap A Bad Student Example]
Methods
Smoothing
Below is a link to what is really happening when you apply a smooth in Maya or a Turbosmooth modifer in 3DSMax.
The major points to grasp here is that normals (faces) averaged center and the edges averaged centers are what controls the location of the new edge being created.
[Wikipedia Link to Catmull-Clark]
Resolution Reduction
[Resolution Reduction – 3 to 1 edge reduction]
Subdivsion Corner Control
Modeling for Deformation
[Maya – Modeling for Deformation]
Directed Follow Along
Cop Bot Modeling
[Maya – Cop Bot Modeling Part 1]
[Maya – Cop Bot Modeling Part 2]
[Maya – Cop Bot Modeling Part 3]
[Maya – Cop Bot Modeling Part 4]