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Mini-Tuts, Polygons

Basics

1. Moving the Pivot Point


a. Select Move Tool
b. Press Home Key or fn + left arrow (Mac) Insert (PC)
c. Move Pivot

2. Initial Subdivisions
a. Create a Polygonal Object
b. Click Channel Box
c. Click first input
d. Adjust Subdivisions to add more geometry

3. Soft Selection
a. Double click Move Tool
b. Scroll down and check soft selection in tool settings
c. Click one vertex on object to soft select
Polygons I

1. Extruding
a. Select Face on object
b. Edit Mesh > Extrude
c. Move face upwards

2. Extruding II
a. Edit Mesh > Uncheck Keep Faces Together > Extrude
b. Use the cubes on extrude handle to scale faces

&

3. Extrude along a Curve


a. Create Object
b. Create Curve
c. Select Face, and Shift-selects curve
d. Edit Mesh > Extrude []
e. Add a few divisions
f. Possibly bring taper to 0
4. Beveling
a. Select an Edge or Edges around a corner
b. Edit Mesh > Bevel
c. In attribute editor under polyBevel increase the segments and decrease the offset

5. Smoothing and Subdivision Surfaces


a. Create a polygonal cube with a few subdivisions
b. Mesh > Smooth
i. Maya creates a bunch of extra geometry which would be a pain to modify
c. A better way to do this...
d. Press ʻ3ʼ key to see a pseudo-smoothed version of your object
e. Press ʻ2ʼ key to edit the smooth surface with just a few control vertices

Polygons II

1. Edge Loops
Good for adding extra geometry to an existing polygon.
a. Edit Mesh > Insert Edge Loop Tool
b. Select an Edge
c. Also try Edit Mesh > Offset Edge Loop Tool
2. Symmetrical Modeling
a. Double Click the selection Arrow to look at its tool settings
b. Scroll to Reflection Settings and check mark it

c.
d. Edit > Duplicate Special []
i. Select Instance
ii. Scale -1, 1, 1
e. This create a mirrored copy of an object that changes when you edit the original

3. Combining Objects
Does like it sounds. Except it keeps the geometry of the two objects which is messy.
a. Bring your objects as close together as possible
b. To connect the geometry of the two objects Select two vertices that are close.
c. Edit Mesh > Merge. Also Experiment with Merge Vertex Tool and Merge Edge Tool
4. Polygon Bridge Tool
Creates faces between two polygons
a. First use Mesh > Combine
b. Then use Edit Mesh > Bridge
c. Open the attribute editor under polyBridgeEdge to change the number of divisions
5. Splitting Polygons
Cuts faces (good to use when you are combining and merging multiple objects)
a. Split Polygon Tool
i. Edit Mesh > Split Polygon Tool
ii. Click where the path you want to cut along your polygon

b. Connect Component Tool


i. Splits components down the middle (new to Maya 2011)
ii. Select just the edges (could be vertices or faces instead) you want to cut (this
is a good opportunity to try the ʻmultiʼ selection mode)
iii. Edit Mesh > Connect Component

6. Poke / Wedge
a. Select Face, Edit Mesh > Poke

i.
b. Multi Mode, Select Face(s) and an Edge(s), Edit Mesh > Wedge
i.

7. Booleans
Way of combining objects or creating new objects from multiple objects. Use on hard
surfaces that donʼt deform. They tend to create creases (ugly geometry) on more
complex objects.
a. Create two objects first

i.
b. Intersect

i.
c. Difference

i.
d. Union
i.

8. Non-linear Deformers
Meant for animation but are handy when modeling too!
a. Create a cylinder with more than a few horizontal divisions

i.
b. (Animation) > Create Deformers > Nonlinear, Adjust settings in the attribute editor

i. Bend: , Flare: , Sine: , Squash:


c. You have to “bake” in the non-linear deformers so they stay even when youʼre not
animating
i. Select Edit > Delete by Type > History

9. Lattices
Use when you have existing geometry and you want to modify its general shape.
a. Select Object, (Animation) > Create Deformers > Nonlinear > Lattice
b. Right Click Lattice > Select Lattice Point
c. Adjust Lattice to deform Polygon within

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