Maya Modelling
Posted: 11 Nov 2015, 15:03
So, I'm finally making an active move to Maya. I'm comfortable with it, my college taught it 10 years ago and I've had the odd job here or there, I'd just like to reach a similar level of proficiency to XSI. I'm trying to get my modelling up to scratch so I'd like to run some of my thoughts by some Softies, see if there are better brains to pick
My normal Softimage workflow for character work was to have a poly mesh of one side of the character, make a live Subdivision copy and then put a Symmetrize on that. That allowed me to work on a cage of the model while seeing the SubD of the 'final' (generally took it to about 70% before adding the non-symmetrical stuff. I was a bit surprised to see that the Maya way is still to work on half, Duplicate Special > Instance with a scale of -1. Is there a better way?
At the moment I'm retopologing a sculpt out of Zbrush. In XSI I used the above workflow with a Shrinkwrap thrown in and everything was good. To give Maya it's due, Quad Drawing in the Modeling Tools seems quite efficient. There are just a few things that seem odd to me. With Quad Draw active I can add or remove complete edge loops but not individual edges. This makes redirecting loops difficult. What I'm doing at the moment is Insert Loop (ctrl click), deactivate Quad Draw, delete edge (delete key), activate Connect, drag between verts, right-click Complete Tool, reinvoke Quad Draw. Please tell me that's me missing a shortcut key or something?
My normal Softimage workflow for character work was to have a poly mesh of one side of the character, make a live Subdivision copy and then put a Symmetrize on that. That allowed me to work on a cage of the model while seeing the SubD of the 'final' (generally took it to about 70% before adding the non-symmetrical stuff. I was a bit surprised to see that the Maya way is still to work on half, Duplicate Special > Instance with a scale of -1. Is there a better way?
At the moment I'm retopologing a sculpt out of Zbrush. In XSI I used the above workflow with a Shrinkwrap thrown in and everything was good. To give Maya it's due, Quad Drawing in the Modeling Tools seems quite efficient. There are just a few things that seem odd to me. With Quad Draw active I can add or remove complete edge loops but not individual edges. This makes redirecting loops difficult. What I'm doing at the moment is Insert Loop (ctrl click), deactivate Quad Draw, delete edge (delete key), activate Connect, drag between verts, right-click Complete Tool, reinvoke Quad Draw. Please tell me that's me missing a shortcut key or something?