Several people have asked me about my 3D modeling procedures, so I thought I'd do something a bit different and post this. Maybe I could post more stuff like this if I find the time and people think it's useful. Happy Modeling!
I saw it as more of an instruction into an idea or concept that I often see needed, and less of a technical training. The tech stuff is easy in almost every program, but many people don't think to do it and just leave razor sharp polygon edges. Sorry to disappoint you
Hey! not disappointed... Just think "tutorial" might not be the right term. It's definitely the "what" of what it is that I want my things to look like but the "how" is a little less clear. At any rate, a very nice illustration of a concept.
I also use Maya. I would love some help. I am doing a semester long animation in Maya for my Junior year and was hoping to round the edges to model a computer monitor, that's how I came across your image. Any help would be greatly appreciated.
There are very simple tools in Maya for adding subdivisions around an entire row of edges (Split Selected Edge Ring tool, or Cut Faces Using a Plane tool). As long as there are at least 2 rows of edge loops near a corner, it will allow you to have a rounded smooth edge just like this in my image after your either polySmooth the model, or if you're in Maya 2009 or 2010, just hit the "3" key to have interactive tesselation. Boy, that's a handful of words. It's easier to show than talk about. Write me a note if you have any more questions
Very true. I personally do not like the rounded corner shader, as it is a hack as a work-around and does not always work perfectly. I'd rather computers just got faster and light interacted correctly. But it is a good idea for the gaming world where geometry count is still quite tight.
ooh maya! that amy be even better..i used a free version of true space..but it has some cool features too ^^ i like 3d to..but mostly watching it though i must say your 2d art has a very familiar 3d feel to it
Great! Yes, the look of having the model be poly smoothed or just converted to subD's is very similar, but the subD version will be lighter on memory (less points) and provide you with interactive render tesselation like nurbs (always smooth curves with now polygon jagged edges)