View Full Version : Creating new Polys?
neilyb 09-21-2003, 12:25 PM Hi, I am VERY new to Maya and have managed some simple Poly modelling (Maya Complete 4.5).
I want to model a hand and begin with the fingers...so I have a 6 sided cyclinder. But I need to delete the ends (cos they are all tris) and recreate the polys as Quads.....in Cinema we use the create polygon tool in Vertex mode, selecting the vertices where the poly should be created....the only work around I have found is to extrude and edge and weld it to the opposite edge.....?
Thanks
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zachgrachan
09-21-2003, 01:52 PM
Polygons>append to polys. select this tool, then click on one of the border edges, then go all the way around in the order the arrows go. Then use Edit Polygons>split polys to create the topology you want.
neilyb
09-21-2003, 02:39 PM
:beer: Got it! Thanks. It's knowing what to look for....there should be a universal 3D terminology dictionary!!
zachgrachan
09-21-2003, 05:19 PM
if it was easy, it would be no fun...
Marcel
09-21-2003, 08:54 PM
You should try this in Maya: select a few edges and press 'delete'.
The first time I did this my mind locked for a few seconds, because I was so used to the way Max works (an probably Cinema4d too), but when you delete edges in Maya the surface stays intact. This means that you can delete all those tri's at the end of the finger, and rebuild your end with the 'split polygon tool' with all quads.
For me this feature alone makes Maya a dream to model in :)
dmcgrath
09-21-2003, 10:24 PM
Originally posted by Marcel
You should try this in Maya: select a few edges and press 'delete'.
The first time I did this my mind locked for a few seconds, because I was so used to the way Max works (an probably Cinema4d too), but when you delete edges in Maya the surface stays intact. This means that you can delete all those tri's at the end of the finger, and rebuild your end with the 'split polygon tool' with all quads.
For me this feature alone makes Maya a dream to model in :)
You can select the edge and delete it, but it will leave the points behind. You have to be careful, because if you do this and then smooth the object, you will end up with distortions all over the place.
The cure for this is, of course, the delete edge command under Edit polygons. It removes the edge and the verts that were attached to it.
trigger_happy
09-22-2003, 06:00 AM
why not just create the cyclinder with zero sub-divisions on the caps? :)
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