PDA

View Full Version : Combining Polgons question....


strick9
10-10-2002, 05:14 PM
Hello all,

I am hard at work on my first ever maya model.

I created a head, but made the ears seperately. I want to combine the two (head and ear ) polygons. Both wireframes are pretty clean looking on their own. When I go to Polygon>Combine it merges the two together, but the wireframe looks like the two crashed into one another.

My question is, Is there a quick and easy way to blend the wireframs of these two polygons together to have a cleaner look?

Thanks!!!

xlaw
10-10-2002, 05:31 PM
You will probably get the best results by manually merging vertices on your ear to matching ones on the head.:rolleyes: :rolleyes:

strick9
10-10-2002, 05:53 PM
Thanks, but why the Rollseyes smile?

xlaw
10-10-2002, 06:03 PM
Just a random choice, nothing meant by it. Hope tip helped.

strick9
10-10-2002, 06:12 PM
No Prob, Just thought maybe my question was dumb.

Can I bug you for some more advice?

To merge verticies manually just select the matching ones (head and ear) and go polygon>merge verticies correct?? Then go in and clean it up .

Thanks.

xlaw
10-10-2002, 07:15 PM
yeah, just go in to the option box for merge vertices and give it a wide tolerance, if its too small the points won't merge. There's no prob if the tolerance is too big. I usually will select two points at a time and merge with max tolerance.

lowkey
10-11-2002, 07:54 AM
just one thing i'd like to add :

there definitely is no dumb questions ! :shame:

this place is all about sharing knowledge ! :thumbsup:

MasonDoran
10-11-2002, 08:10 AM
one piece of advice.....is to MMB and point snap the verts of the ear to the head....THEN merge verts....that way nothing will get moved around when you merg.....


2nd method:

After Combining the 2 shells, use the merge EDGE tool...this will automatically weld the verts of the edges.....it is interactive...so u have to select pairs of edges...but once u know how to use it...it will prove faster and easier then merg verts.

dwalden74
10-11-2002, 08:22 AM
Hi-
I just wanted to add that you may have to either soften normals or average them in the area you connected.

thatīs all folks-
:):airguitar

erwin1978
10-12-2002, 01:23 AM
My ear has more terminating vertices that on the side of my head. Do I just let the extra ones on the ear float?

Carina
10-12-2002, 08:18 AM
you can't let them just float, that will make holes in the mesh. All the edge vertices of the ear have to be connected to the head or smoothing will just look awful.

try adding some vertices on the head, but make sure to try and keep the poly's of the head to be four sided, it takes a bit of tweaking to get used to but once you get the hang of it it's not too bad. Try to make the new faces flow with the rest of the faces in the model so you don't get artifacts when smoothing/animating.

Another thing you might want to look into is to make sure the normals of the ear are pointing the same way as the normals of the head. If they're not, just revert them. Will save you from weird things happening later on. (of course you can also fix this later on, but it's more of a hassle then)

erwin1978
10-13-2002, 02:58 AM
OK. I can't connect my ear to my head. I modelled the ear separately and imported it. Could that be the problem?:shrug:

MasonDoran
10-14-2002, 09:49 AM
erwin? r u actually reading the advice that we are giving you? The first step is to hit F1 for help.....if you dont learn to use that then you wont learn anything.

For attaching an ear to a head...the first step is to place the ear in the proper position.....then to snap the vertices of the ear to the corresponding vertices on the head....read my previous post on how to do this.

If you have to many verts (as u said)on the head or ear that prevents you from lining everything up...then get rid of few verts with the merge vertices option. It is a common rule when you model an ear for a head that you KNOW how many edges you are allowed to have...so you dont encounter this problem to begin with.

Next step is to "Combine" the two objects. This step is needed for the next tool to work. Now you can use the Merge Edge tool....for more info on this...re read my post.

tip: practice with using only quads, with as few triangles as possible....and avoid 5 sided(or more) polys. It will make your modelling more efficient....and easier on Maya for smoothing or SubD conversion.

Carina
10-14-2002, 12:17 PM
If you can't connect two parts, a lot of the time it has to do with the directions of the normals.. I would suggest you check this first.

CGTalk Moderation
01-13-2006, 06:00 PM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.