(eBook - PDF - EnG) Maya - Polygonal Modeling - Tutorial - Ebook download as PDF File .pdf) or read book online. The Polygonal Modeling book provides. Alias is a registered trademark and the swirl logo, the Maya logo, Conductors, Trax, IPR, Maya . Model one half of an object and mirror the other half. Integrated 3D modeling, texturing, rigging, animation, visual effects, and rendering solution Allows scripting in Maya Embedded Language (MEL) or Python.
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Maya is a trademark of Silicon Graphics, Inc. exclusively used by Alias|Wavefront, a division of Silicon Installing tutorial files. MODELING IN MAYA. If you are looking to pick up Maya to design your 3d models, this article is for you. We've collected more than useful Maya 3D tutorials. With Maya, you can create and edit 3D models in a variety of modeling formats and animate The Maya Help displays the associated lessons for that tutorial.
If Unitize is selected, the texture coordinates are placed on the corners and boundary of the 0 to 1 texture space. A polygon with three vertices will have a triangular UV texture map with sides of equal length , while a polygon with more than three vertices will have a square UV texture map. Texture view. Turn off Ensure Planarity if you want to add faces in another plane using Append to Polygon or if you select the Append Operation.
It applies to all new objects until you change the setting. Switching between operations Create is the default Operation. Select Append if you want to add to the newly created polygon and click to place points on the border edge.
Press Enter to complete the polygon. Editing the new polygon in the Attribute Editor To edit the attributes for newly created polygons, select the polygonal surface you want to edit and use the Attribute Editor. Poly Create Face History Subdivision Use the slider or enter a value to change the number of subdivisions that are distributed along the edges of the newly created polygon. For example, if you placed three vertices as in the example in the Attribute Editor , only three sets of values display.
Change these values and press Enter to move the vertices and change the shape of the polygon. The appended face becomes a connected part of the polygonal object. An appended face automatically conforms to the objects orientation, no matter how you build the appended face. That means if the original face has an outward facing normal, the new faces normal also faces outward. Note You cannot append faces to non-border edges to create nonmanifold geometry.
Using the Append to Polygon Tool Since this is a tool, you should set the options in the options window before you append to a polygon if you know what you want. Otherwise, you can create a new appended polygon and edit the result in its Attribute Editor or the Channel Box.
To append a single face to a polygon: 1 2 Select the polygon you want to append to. The border edges highlight and appear thicker. Tip To easily see the border edges, open the Attribute Editor for the polygonal object. Click the arrow to open the Mesh Component Display section of the editor and turn on Display Borders. Increase the Border Width if necessary. The edge you select is the first edge of the new face.
Several arrows indicate the edge direction. A new point appears with a line connecting it to the last point of the selected face edge.
Keep placing points. A dashed edge displays as you place points. The dashed edge turns into a real edge when the new face is completed or when you press Enter.
Now if you select faces you can see that the new face is connected to the original object. Place a point in space. Press Enter. Select faces. You can also add an edge by clicking on another border edge. If you change your mind, press the Backspace and change the order in which you picked edges or placed your points.
Tip As when you create a polygon using the Create Polygon Tool, to reposition the last point you placed, press the Insert key. Use the move manipulator to move the point. To exit Insert mode, press the Insert key again. Subdivision Use the slider or enter a value to change the number of subdivisions that are distributed along the edges of the polygon being appended.
Extra vertices are placed along the edges to create the subdivisions. The following example shows the appended polygon subdivided with a setting of 4. Default Subdivision value of 1. Subdivision value of 4. Limit Points Specified To The value you specify here indicates how many vertices are allowed on the new polygon.
If set to 3 or more, you can create polygonal strips. See "To create tri polygonal strips when appending to polygons:" on page 33 for details. Using this option, you can continue to append to polygons without re-selecting the tool. Rotation Angle This option becomes available while you are placing points to append to the polygon.
Use the slider to rotate the new points before you complete the append operation. If all the edges can be set on a hinge, the face turns around the reference line.
If the edges you select are not aligned, the face will not turn around this reference line. The heel is a bit on the outside when compared to the rest of the foot.
This is one of those little steps that can add a ton of realism to your character. Select the front face below the ankle and extrude forward to the ball of the foot. Make sure it matches the foot from the reference image. Extrude the front face of the ball forward to create the toe.
Any time you add detail, you need to make sure to keep shaping the form of the character. Remember if you wait to start shaping the form, you will have a much harder time. That way, when you begin adding more edge loops, they will travel correctly through the body.
Next we need to start pulling out the arms. Select face on the side of the torso created from the newly added edge loop.
Extrude this face out and up to form the shoulder. Check the side and front views to help correctly shape the shoulder. Next select the bottom face of the newly extruded shoulder and extrude down to the elbow to create the upper arm. The reason for extruding the bottom face of the shoulder is that it gives us nice edge loops from the chest, around the shoulders, and into the back. We want to add the loop now so you can use component mode to manipulate the vertices and edges to round off the shoulders.
Extrude the bottom face again to create the elbow. As you extrude the arm make sure to check all of the views to ensure it matches your reference images. Make another extrude to the top of the wrist to create the forearm.
Rotate the bottom face of the arm 90 degrees to add the twist of the forearm created by the ulna and radius bones. Next using the Insert Edge Loop Tool, add a loop in the middle of the forearm.
Select the polygon at the end of the arm and extrude it out to mid-palm for the beginning of the hand. Tilting the face up can help in shaping the rest of the hand. Use the Insert Edge Loop Tool to a vertical edge loop through the new face. The new edge loop will travel around the length of the arm. Add a second horizontal edge loop to the face. This edge loop will travel through the arm and down the side of the body. In this case that is good because it gives us some more detail to help round out the body.
Remember to keep rounding out the form as you add detail. Select and extrude the two faces on the thumb side to continue forming the hand. This is the metacarpal bone of the thumb and it forms the base.
Select and extrude the two faces on the pinky side to continue forming the hand. This actually becomes the hypothenar muscles the fleshy pad on the pinky side of the hand. Using component mode, adjust the newly added polygons to the proper shape of the hand. As always you want to continue shaping the polygons as added. Select the faces at the end of the hand and extrude them to the middle of the palm.
Continue shaping as you work.
The hand has an indentation in the palm, so you should adjust the new faces to account for this. Select the end faces of the hand and extrude out to form the rest of the palm. Notice that the edges on the side have been pulled out to help round out the hand. Using component mode, pull the vertices that form the base of the pinky finger back. We need to add this split because the fingers have a natural gap in between them. This is one of the easier ways to create fingers. To do this, simply select the edge in between the two triangles and delete it.
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