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Omita
04-04-2003, 01:34 AM
I have been messing with Sub-D in Maya and I have no clue what the work flow is in Maya using Sub-D's. Again I come from a Lightwave background so I'm used to being able to toggle sub-d on and off on any polygon object. This also seems to be the way SoftImage works...

What throws me in Maya is that you can switch from Normal to Polygon mode easily. But once you turn the Subdivided Surface Display Resolution to 1 or over the model doesn't return to the way it looked when the resolution was at 0. Even if you switch into Polygon mode I get the Sud-d surface and the Proxy object.

Is their a good work flow tutorial when using Sub-D objects? I know you can convert Poly objects to Sub-D... but I'm looking for a way to just toggle in Maya.

Any please keep any comments like, “just use Lightwave,” to yourself. Other packages aren't an option, this needs to be accomplished using just Maya.

-Omita

gmask
04-05-2003, 04:54 AM
I think this is probably one of the biggest complaints that you can't go back and forth or that you ahve to.. it pretty much need to work in one or the other at some point and save the fine levels of detail for last and abandon poly editting at that point.

McDonut
04-05-2003, 02:06 PM
I dunno if I understand you correctly, but I'm switching forth and back between my poly and the resulting sub-d object all the time. Just set the tesselation method to vertices in conv.subd->poly.

Maybe I'm totally off, if so, I've never been here:cool:

gmask
04-05-2003, 07:42 PM
Originally posted by McDonut
I dunno if I understand you correctly, but I'm switching forth and back between my poly and the resulting sub-d object all the time. Just set the tesselation method to vertices in conv.subd->poly.

Maybe I'm totally off, if so, I've never been here:cool:


I was thinking of polygon proxy mode not a geometry conversion.

Make a poly cube and convert it to sub-d. Then refine a level and make some edits. Then if you go back into poly proxy mode and subdivide several poluy faces the results are unpredictable. The problem I see with going back and forth by converting the geometry is that if you have many levels of sub-d edits when you convert back into polygon you may be adding more detail to parts of the model than you need thus making it increasingly harder to work with.

zkanal
04-06-2003, 02:35 PM
I really don't like mayas SubD's either .
So after a long time with them I got frustrated and found this very nice script
that I use instead ,it's called connect poly shape. http://www.lightstorm3d.com .
It does what subD's does except creases ,and hierarchical editing. But it soo much smoother to work with ,and faster too.
You *do* get polygons as end result but it's still my favourite.
:buttrock:

ajk48n
04-07-2003, 08:53 PM
In Maya 4.5, there is a polygon smooth proxy tool, which basically does the same thing as any connect poly shape script. It will also automatically give you 2 layers, one with the proxy object, one with the smooth object. You could then have both visible at once, or create a small script to switch the visibility between the two. Not a total solution, but it works wel enough. The only thing that ou really can't do, is edit the smoothed poly, and see those changes in the rough poly like you wold in Lightwave

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