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Polygon Modeling: Creating and Manipulating Primitives in Maya - Prof. Earl Mark, Study notes of Architecture

Learn the basics of polygon modeling in maya, starting with the creation of primitive shapes and their attribute changes. Discover how to manipulate vertices, edges, faces, and uvs, as well as perform boolean operations, extrude and smooth polygons, and create your own divisions. Follow steps to model from image planes and duplicate objects with transform.

Typology: Study notes

Pre 2010

Uploaded on 07/29/2009

koofers-user-qly
koofers-user-qly 🇺🇸

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Download Polygon Modeling: Creating and Manipulating Primitives in Maya - Prof. Earl Mark and more Study notes Architecture in PDF only on Docsity! POLYGON MODELING Primitives modeling is Maya usually begins with simple “primitive” shapes used to create complex ones create>polygon primitives>... atrribute changes can be made in channel box (best to change these right away) Components vertices, edges, faces component mode: rightclick and hold on object to select which component type you want vertex: point edge: same as selecting all vertices touching edge face: same as selecting all vertices touching face UV: control texture placement components can be manipulated normally (except for UVs) after selected Booleans polygon>booleans>... union: join two polygons into one difference: second object selected will be subtracted from first intersection: where objects interesected will become new object Starting from scratch polygons>create polygon tool creates polygon surface from scratch click vertex points and press enter to close surface ensure planarity: keep surface’s points all in one plane Extruding select any amount of faces edit polygons>extrude face gives you a universal manipulator (based on normals of object, not world coordinates) can translate, scale, rotate new faces to extrude again, press ‘g’ (repeat last command) channel box: divisions attribute allows you to change subdivisions on one extruded face at a time if you lose manipulator, press ‘t’ to show it to switch manipulator from local to world click little blue circle on manipulator allows you to rotate multiple surfaces on world axis rather than all their own individual normals random: if on, extrusions will randomize intensity of manipulations keep faces together: if off, adjoining faces will extrude apart from each other
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