View Full Version : Maya subdivision surfaces question
danilo2 05-27-2009, 12:11 PM Hi! I've almost always modeled polygonal objects, but recently I saw in forums that a lot of people are using subdiv to model "more clean and smooth shapes" (like cars).
After I've ridden manual about subdiv surfaces in maya, I've tried to model something, but I've got 3 questions (I was looking for long for annswers, but I couldn't find any):
1) When I'm working on finer levels I cant use tools like extrude, bevel etc - Is there any option to use them? Or when I'm modeling subdiv objects on higher levels i can only "drag" verticles, edges and faces?
2) Why subdiv surfaces are better than polygonal modeling for modeling mechanical things like cars? (what are we using this technique for?)
3) Is there any method to have more control over crease edges - In maya I've got only crease full and crease partial, without any options how strength this partial crease should be.
Thank You very much and I'm waiting for your's reply :)
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Zarathustra
05-28-2009, 03:10 PM
1) Rather than working in true subd, try working in poly mode with smooth preview ("b"). That will also give you more of a feel like other subd modelers like Modo (what I'm used to) where you work directly on the faces, verts and edges rather than a poly cage.
2) Personal preference. I'm relatively new to Maya modeling, but I'm a long time subd modeler and I model everything in subd, including mechanical stuff.
3) I don't know, I hate crease edges. I'd rather add an edge on either side. The closer they are to the edge you want "creased", the sharper it'll get, so there's your control over edge creasing. Furthermore, this is also preferable should you want to export your model to another app.
danilo2
05-28-2009, 04:49 PM
Thank you,
but I think that subdiv in modo is completely different than maya's (am I wrong?)
When you're modeling in subdiv in maya, additional faces, vertexes and edges are apearing only there where you "want to add detal" - according to manual (image attached).
So when I want to add detal I should (again according to manual) go to this finer level points and model "on them".
Of course I can model on my base mesh - but then what's the difference between subdiv and normal model with smoothing?
http://img35.imageshack.us/img35/1835/pytp.jpg
I really please about help :)
Zarathustra
05-28-2009, 05:26 PM
Ah, you're talking about subd hierarchies. I don't bother with that. I'm old school, I just model extra detail in specific areas myself. Kids today with their one button quick fixes! LOL! :scream:
No, there's no such thing in Modo and no, you can't do that with smooth preview in Maya, you have to be working with a subd model. Again, I don't know how you'd export a model to say Mudbox or ZB when you have hierarchies (maybe there's one of those one button solutions I don't know about), but in general, I prefer controlling poly flow and ensuring I have all quads. It may mean extra work up front, but then you know you'll have no worries later. Also, as a general bit of advice, I'd say avoid features which may be app specific, and for two reasons:
1) No worries should you need to transfer models between apps
2) It'll be easier for you to have to adapt to working in another app (for instance, if you get a job somewhere which doesn't use Maya)
Good for you for reading the manual, btw. I never have patience for manuals. Oh yeah, and good for you for having used the search tool before posting questions. :thumbsup:
danilo2
05-28-2009, 10:39 PM
Thanks Zarathustra,
When it's about exporting this model to another soft, there is no problem - we can always on the end convert it to "quad only polygonal object" - with single click;] Maybe there is another solution too.
I dont post often on this forum, but I'm modeling in 3d long. I like making my models with quad faces too, but now I'm simply trying to learn something new. Additional most "technikal" models im using finaly in maya, so this is not so soft dependent for me :) "Subdiv hierarchy" exist, because it has to have something better, or something that we can not achive with polygons - and I'm trying to find out what is it :)
But the problem is .... that still nobody have answered my questions :( So I post them once again:
1) When I'm working on finer levels I cant use tools like extrude, bevel etc - Is there any option to use them? Or when I'm modeling subdiv objects on higher levels i can only "drag" verticles, edges and faces (I think this isn't fast way to model objects)?
2) Why subdiv surfaces are better than polygonal modeling for modeling mechanical things like cars? (what are we using this technique for?)
3) Is there any method to have more control over crease edges - In maya I've got only crease full and crease partial, without any options how strength this partial crease should be.
Thank you :) And I'm waiting for reply :)
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