Adding Depth / Edge Loop Cut pt. 2
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Subtitles of the Movie
Now I'll add a little separation between the left and right again with Edge Loop Tool. Oh, it looks like I have a problem here. So this is interesting. What happened during the mirroring, I had some points that were very close together, and they merged into this triangle here. One of our goals in polygon modeling is to maintain quads, four-sided faces. So let me undo. You can see here what happened. These points got sucked together by that Mirror tool. So the way to avoid this is I'm going to head up to the options on the Mirror tool, mirror geometry, and switch, instead of to Mirror Vertices to Connect Border Edges. Now when I do this, oh, we're also getting; yeah, we're getting another problem here. So this is a good opportunity actually, to show how to manually do this when that mirror geometry tool fails you. So I'll select this object. And notice the pivot point is right in the center of the left and right, so this means I can duplicate it by heading up to Edit, Duplicate With Transform. Now I will scale that duplicate, negative one unit on the X-axis. This creates a mirrored version. I'll type that in to be precise. So now I've got the mirror without this collapse that was happened right here where these points were close together, and I can select the two sides, head up to Mesh Combine, and this will combine the two into a single transform. The problem is that I still have duplicate vertices, so this has not tried to merge together the edges or the vertices. So now I can do that manual version of merge vertices and then select all of the vertices running down the center and then head to Edit Mesh, Merge, or go to the option, and here I can choose a threshold for how far away these are before they merge, and I want to get that threshold so low that it just merges the sets of points that are two overlapping each other. If I set this too high; I'll just exaggerate this and hit Apply, you can see I'll suck those all down into a single vertex. So instead of doing that, I'm going to set this to a very low value; let's say .001 Maya unit, hit Apply, and this just merged together. You can test it out. So I've just selected one point, and there's no separation there. So I'll go back to Object mode, and I'm doing that by pressing F8 twice, Delete History, and another way to test for a successfully merge is to do the smooth, so I'm going to go ahead and smooth that. If I don't get any lumps or seams down the middle, that means all those vertices are joined up nicely. So last thing I wanted to do here was add in a little separation on both sides so that I can now create my eye socket. So I'm picking all four faces on either side for the socket; go to Extrude, Scale In, Scale In, and repeat that Extrude. This time I've repeated it by pressing the G key on the keyboard; that repeats the last command. Scale that up, repeat it one more time, pull it back, and now when I smooth this with the Smooth Polygon I get nostrils or an eye socket built into the model.
Tutorial Information
| Course: | Maya 8.5 Fundamentals |
| Author: | John Park |
| SKU: | 33819 |
| ISBN: | 1-934743-26-7 |
| Release Date: | 2007-11-09 |
| Duration: | 7.5 hrs / 86 lessons |
| Work Files: |
Yes |
| Captions: | For Online University members only |
| Compatibility: |
Vista/XP/2000, OS X, Linux QuickTime 7, Flash 8 |
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