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tyson12zoll
04-07-2003, 07:17 PM
Hi, I was hoping someone might let me know where I should go with this (even if that means in the trash!). I'm following Dave K's Polygon Modeling Toutorial (Poly a side view, and then move the middle points out, then adjust X). Is this a recomended method? This mesh looks seriously messed up when I Sub-Devide it or Smooth it. What is the difference exactly between the two? I'm also working though ,Maya 4.5 Fundamentals' and have done their Poly Modeling toutorial. How is Sub D modeling different? Is there a good Sub D face tut out there?

tyson12zoll
04-07-2003, 07:22 PM
Forgot to attach

McDonut
04-08-2003, 11:36 AM
Hi Tyson,

there's a nice sub-d tutorial here (http://www.secondreality.ch/). He's starting with a box, though. You're head doesn't actually look too bad for a start, all you need now is more detail (to make the resulting sub-d shape more stable and predictable) and some tweaking.

Hope this helps,
donut

Buexe
04-08-2003, 01:24 PM
Hi,
your head actually looks pretty good, the reason why smoothing is not as you might want it is because you have a lot of triangles and "dead end" poly edges (more than four corners to a polygon). If you try sticking with quads smoothing will create much nicer results and the Uvs will smooth good too.
But many ways lead to Rome
Cheers
Buexe

tyson12zoll
04-08-2003, 03:13 PM
Ok, I'm working though Arild Wiro's Tut now, its going great. I just messed up the points centered on the X Axis when stretching the head to shape. Is there any way to move these points exactly to the x axis? (In lightwave it always shows you where the point is (x,y,z) while moving it). I've also tried grid snap, but it dosent seem to work for me. Thanks for all your replies...very helpfull and motivating!

Buexe
04-08-2003, 03:40 PM
select an edge at the X-Axis, use the select continuous edges command from the Poly menu, so that all your X-Axis edges are selected.Scale it in X so that it is flat and move it by hand to the zero value of the X-Axis. This is a crude method but worx fine for rough modelling.
Cheerio
Buexe

McDonut
04-08-2003, 04:12 PM
that's really a rude method..:surprised
usually grid snapping works like a charm, just press x while moving the vertices.

That select continuous edges command is awesome tho, never noticed that before. :surprised :surprised

donut out.

Buexe
04-08-2003, 05:23 PM
If you like it exact use the xform command `xform -ws -t valueX valueY valueZ polyObjectName.vtx[vertexNumber]`.
It`s not as intuitive as pressing x but exact. I have created a whole bunch of characters with the method mentioned earlier and it is in a way exact too, because when you mirror a copy on the other side and merge the vertices in the middle, they all land on the Y-Axis (X=0), because 1 minus 1 equals zero.
Küss die Hand
Buexe

tyson12zoll
04-09-2003, 11:34 PM
Hey, thanks for everones help...here is the result of it so far...I'm pleased, but I'm still getting some unexpected stuff going on. Example: The mesh has the lips about 1mm from the closed position, but when I convert to Sub-D's it spreads em out...sup with that?

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