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Maya lt 2019 split polygon tool
Maya lt 2019 split polygon tool










(it's big one but i see that it could be just a part of whole philosophy) Lack of consistency: to edge slide but 3 for edges in build mode Shift as brush size sound inefficient compared to alternative tool mode. Biggest Flow breakers for me are: - throw out from tool but Shift + 1 switch to 1 mode. You can perform so many operations just with LMM+ modifiers or different type of behaviour (click on / drag …). Z brush is good example of great combos app. The ideal solution is when you have left hand on keyboard and right on mouse all the time. But for modeling it is one of the crucial things. poly draws smooth selection mode Shortcuts I don't know how deep is sidefx philosophy if we talk about the shortcuts. Tools lack in poly draw: - delete not working same way in every mode sometimes it works other times it makes blast node. It still nothing else than editing points, but it's very often when i must move points in coordinates system not available in polydraw. I'm used to that if im using shortcuts: T R or E it remain in edit mode. (it would be enough have it in edit under: move edge operation with Shift modifier) Brush Mode / Smooth Mode could be just expanded to … zbruish Edit Mode- lot of time when im forced to create new node, or do it by accident it’s a new: Edit node. (there could be whole split mode instead of creating empty points - and create polygon from points functionality will remain same anyway)? There is no assigned option for quad edit in build mode ? (could be extrude) ? Edge Slice - is useless as a whole mode. I will try to be as much analytical as i can, but also I allow myself to propose sth time to time (in brackets) PolyDraw is not fill out with tools: Built Mode Do anybody use making empty point in the void? It's unintuitive and slow because then you must connect those points anyway second time. So I think Houdini have almost all necessary tools for modeling, but it's rather lack of consequences and sporadic flow breakers. But for me it's still not coherent at all. I know that i can change few things there and there…. And its cool to concentrate on form and model not on UI. During modeling we spend hours and hours in performing same operations so every click count a lot. Hi.I spend a time in modeling, and want to share some thoughts: For me the ideal workflow would be with minimised shortcuts i must click to perform next operation. you can't do that with maya without doing some programming. With that said though, the cool thing in houdini is that you can visually build your own macros, or new tools. Its retopology tools are more streamlined with a nice interface.

maya lt 2019 split polygon tool

You can do more direct modelling in houdini but maya has better sculpting tools, its got some cool curve/ boolean plugins similar to hard ops. When you need to go direct, you have maya. Having both under your belt is good though, because when you need to go procedural you got houdini. My question are: Do You think Houdini would become a standard-modelling tool in future? Has it been used as a modelling-application at some companies? Best regards, AtleIt depends what you need to do, how selections work, how navigation works, are there good sculpting tools? perhaps some good modelling plugins? There are differences between maya and houdini. I just don't see why people think Maya is so much better. But do You think that could be changed over the years or is Maya just the the best choice? I know Maya, but can't see why it's concidered that great compared to Houdini.

maya lt 2019 split polygon tool

The reason was that Maya is the most used application in production-companies. Yesterday I had a chat with a guy from the industry, who told me Houdini was bad choice as a modeling application compared to Maya. Compared to Maya and Max and other programs with layers, I just think the node-based system is a lot more easy to navigate and move around. Atlemgw Hi I'm an excited Houdini user at hobby-level.












Maya lt 2019 split polygon tool