Don't regard your head as so precious.if you did it once, you can do it again (but better since you know more now). So.if you don't use Subdivs, you stand a chance of maya crawling when you animate, having to deal with a headache when you texturemap your object, and memory problems. This was on 550intergraphs and 733 HPs with decent graphics cards. Then playblasting it and going away for an hour or two while the machine goes and shows me what I just did. Maya doesn't like polygons so much, and the last time I had smooth skinned 100,000 + polygonal characters, it would slow maya down to a crawl where animating was pretty much not doing things visually, but more along the lines of making an x-sheet (timing sheet for cel animation) as I go. Maya's creasing and such work in a strange way, so I try to avoid it if possible. Maybe you could switch to polygon proxy mode, export it as an obj, reimport it and work on it like a normal polygonal object? They way I've been dealing with it is modelling in polygons, texturing the polygons, skinning the polygons, and making it a subdiv surface and hiding it right away before I start animating. I haven't used the Maya Subdiv tools to their fullest (partially since I think they work kind of backwards and shouldn't be called Subdivs.they seem to have genetically spliced subdivs and H-spines to come up with a new ba$tard all their own.evil hideous creation like frankenstein.only frankenstein is more lovable and predictable).
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