A little modelling guidance.


#1

Hello. I’m somewhat of a new user to Maya. My question is, am I going about the right way of making this model?

I started it as a cylinder extruded along a curve. I then made the head and mouth with extrusions but as you can see from the below image, although slightly hard to make out, I get some ‘kinks’ at the end where the edges meet. This seemed the easiest/most logical approach to forming the head but I wanted to know if I could go about it any other way?

Thanks for your time.


#2

It’s because of bad topology. This causes unpredictable/unpleasant results when modeling with sub-d’s.

Here’s a link posted in the thread directly below this one that should clear up any confusion.

LINK


#3

What a great video. Thanks. It all made sense and I sorted the topology out now. Although one other issue has happened. When I mirror the geometry the polys don’t connect properly as you can see below. Why would this be?

I selected Merge with original and merge vertices and all the vertices are lined up correctly.


#4

Hello Enzil,
This is happening because you cut your model in the middle and kept only 1 side.
Dont get me wrong its ok to work like that :slight_smile:
The way you can fix your problem is by moving all the vertexies on the half side of your modle to the center on the X axises. You can do that by going into edge mode and press double click on one of them and it will mark all the rest in the loop or going into vertexies mode mark all of them at the half of your modle and then at the top of your screen you have 3 boxes, make sure you press 0 at the left of them (which represent the x axises)
Im sending this via my phone so i couldnt added the pictures from the software.

Best Regards,
Tal.


#5

Thanks for your reply Tal.

I froze the transformations beforehand so should already be at 0 right? I did follow your instructions anyway but the same issue is happening.


#6

I have managed to find a work around by mirroring the geometry, without merging with the original, and then combining them into one model. I then snapped the vertices from one edge onto the other, merged and realigned the central loop edge to the center.

That seemed a bit long winded so let me know if you have an easier way, which I’m sure there must be. Thanks.


#7

That is a bit long winded, and unfortunately sometimes Maya isnt enough and you do have to do it manually as so. But next time just try playing with the “Tolerance” option and set it a bit lower so that it doesn’t look for verts outside of an unreasonable range. What you are getting is called “pinching” and it results as an attempt of maya trying to merge all verts to the center point.


#8

Yeah I did experiment with the tolerance but nothing happened. Maybe it was because I edited the topology beforehand. At least it’s sorted now :slight_smile:


#9

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