I will second what Kyle said , right tool for the job. While maya is used primarily in VFX some do use it in the art departments for visualization. However when it comes down to outputting for construction / props Rhino is the preferred tool. Having a background in fabrication and spent many years working in model shops i tend to look at software the way i would look at tools. Dont limit yourself , if one tool does a job better than another then use it. Balance is key. I use Modo, Blender and Rhino in my day to day process Rhino being my primary and the other two are supportive. Maya , Modo and Blender are much more robust for sub d work but the fact that i can start something in Modo or Blender and take it into Rhino seamlessly and continue working has been a life saver. While it would be great to have a one tool does it all its simply not realistic. I also find that having a working knowledge of other software allows me to trouble shoot better. I know Rhino will continue to improve Sub D but its already been a life saver for me.

I hope this answers your question , sorry for the long answer.

If you look at examples of the Maya and Modo workflows you can see where years of development have streamlined the process of modeling. You can see some examples in the links below regarding Modo which i have the most experience with . The things that stand out for me are falloffs and re-topolgy tools.


Maya 3d Modeling


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It actually backups what Kyle and Scott have said, rhino subd is not mature to do complete fluidity modeling wanted, it is used to some less demanding task. But GH is needed at some point to get the whole model done.

I started modeling since November of 2021 so its been 5 months since. I've learned how tools work for modeling and am trying to get my certification for Maya. The only problem is I don't know how to apply the tools I've learned if that makes sense. Like I know what each tool does but I just don't know how to apply it. I'm the only one in my class who is learning Maya so I can't ask for help physically.

The thing ive noticed about maya contra max is that selection, cutting workarounds, adding detail to you meshcount etc. all that which modelling include, simply comes up in two different ways - not only because of different tools, but allso understanding of how to get from a to b. I dont think theres an actual difference in speed, its just the way to get there.

Here is my model, it appears in Unity and Maya just fine, but importing into Playcanvas makes the model strangely distorted and the skeleton is completely different. Tried reimporting many times, lots of different export settings in maya and have tried a few different models that I made in maya, all have similar issues even though the rigs and skeletons are completely different. What could be going wrong here?

Learn everything you need to know in order to get started with modeling in Maya! Learn the basic modeling tools, how to model for SubD, master topology, using sweep mesh, vert re-ordering, using deformers, and we're simply scratching the surface!

In this last part of our 3D modeling series, we want to really focus on using the main 3D modeling tools inside of Autodesk Maya, one of the most highly-utilized applications in both the professional and hobbyist 3D industries.

Polygonal modeling is practically the standard for any CGI and game industry applications.

Nonetheless, Maya offers another way of creating 3D models: the NURBS.

Generally speaking, this kind of modeling with parametric curves and surfaces always guarantees a good mesh smoothness because we manipulate mathematical entities.

There are many applications, but we want to show a typical use of the Wire Deformer. While modeling a tank, for instance, you might wonder how to prepare the tank tracks to be animated in a second moment.

In the first part of this article, we introduced polygonal modeling by presenting a few tools. We wanted to focus more on techniques and practical applications, instead of explaining in-depth how they technically work.

In the second part, we introduced another way of modeling 3D meshes in Maya: NURBS

They work pretty well in certain situations and can be easily converted into polygons for external applications.

I have a simply question and hopefully someone can answer this. I need to get an animated model into three.js from Maya. I know currently the only exporter/ converter to the three.js JSON format that supports animations is the blender plugin. Unfortunately, my company works with Maya and Blender doesn't take FBXs. I already figured out that in order to do what I need to do, I need to export out of maya a Collada, import the Collada into Blender, then export out to three.js using the plugin.

I have created an updated version that also supports exporting rigged and animated models. It doesn't require any intermediate steps: it just outputs straight to a .JS file. We have a pull request to integrate the updated exporter with the THREE trunk, but if you want to get the new and improved exporter immediately you can get it from this repository: _animation_exporter. The exporter files are in utils/exporters/maya.

Nearly all modern visual-effects-laden films and shows contain at least some character animation. From talking fuzzy animals to drooling insects, the television and film VFX markets rely heavily on modelers who can bring designs to life in 3D. This means that for your purposes as a CG artist, familiarity with the character-creation process is crucial. If you are planning on moving further down the character-modeling path, this Hour will be helpful for you to start getting accustomed to common considerations with CG character models.

We will go over common issues in character modeling that cover both the head and the body, although there are enough issues to discuss about head and face modeling to fill an entire book. Remember to use the concepts and exercises in this book as a jumping-off point for further study in CG and in Maya.

In this Hour, you will encounter the most common issues surrounding character modeling and learn how to overcome them. You will set up a scene in a way that allows for easy character creation and accurate modeling from a design. You will also learn about modeling considerations as they pertain to a production. Like most of the CG disciplines, character modeling is subject to personal workflows. Therefore, as you read this Hour, take note of the concepts that seem to come naturally to you, and those that are a little more difficult, so that in your personal exercises later on you can focus on finding your own way to achieve the goals explained here.

With a little bit of polygon modeling experience, you can pretty much intuit the process of creating a character model. The literal acts of extruding, adding edge loops, and merging vertices are all the same when you are modeling a character as when you are modeling a cell phone or a car. However, because characters are almost always meant to deform and move onscreen, certain important considerations must be made to ensure successful character modeling.

It has nothing to do with game development. While it's true that you can use Maya in game development that does not mean that this question is on-topic here. This question is exactly as appropriate on any other forum about modeling or programming as it is here. The only hint of game development in this question is the brief mentioning of Unity.

In this video, Dr. Vella is reading a pediatric congenital heart scan alongside a 3D model of the patient's heart, with the 3D model providing a full-picture view of the heart. "3D modeling has direct applications for patient care, and we frequently use 3D modeling to plan clinical treatment," shares Dr. Vella. "Radiologists can navigate around the model, pause to look closely when necessary and contribute to the clinical decision-making process with more information than a 2D image would provide." The 3D model is developed using CT and MRI scans.

Dr. Vella is an assistant professor and co-chair of the Goldberg Center for Advanced Imaging Education, where she has a focus on teaching radiology to medical students. "Not only is 3D modeling an important tool for patient care," says Dr. Vella. "It is also a valuable way to help learners visualize anatomical structure and disease."

This paper discusses the organization and motivation for a workshop devoted to the experimental use of 3D computer graphics to model the human figure. The workshop introduced a simple technique for modeling a leg by lofting a series of circles into the appropriate shape using sketches drawn from life. This approach links the expressive world of drawing to the impersonal mechanical tasks of computer modeling. The workshop also served as an introduction to 3D modeling and the MAYA 3D Computer Graphics Software Graphical User Interface. The drawing exercises of Kimon Nicolades are discussed and provide inspiration to explore alternatives to photo-realistic modeling that reflect the artistic legacy of early modernist experiments such as cubism and futurism.

If you're new to Maya, it's an industry standard tool used across film, TV, video game, and architecture industries to create 3D models, animations, visual effects, and simulation. Top of our list of the best 3D modelling software, you can use it to create complex 3D models using polygonal modeling, NURBS modeling, or sculpting tools. And that's not all! Maya's texturing tools allow for the creation of intricate surface details and the application of textures and materials. Plus its animation tools let you create and manipulate keyframes, motion paths, character rigs and more. 17dc91bb1f

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