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Polygon Modeling

Switch over to the Modeling section, choose from upper left, status line.
modeling_module


Make sure the select by object type button is selected in the status line near the top for all examples.  sobject.jpg 



Draw a Mesh
poly_draw
Use Mesh Tools->Create Polygon Tool to draw a polygon
     Draw counter clockwise in most cases. This insures the shape is not inside-out.
     Hit Enter when you are done creating the shape



Bevel Plus a NURBS curve to make a poly beveled object

bevel_plus
Choose Create->Curve Tools->CV Curve Tool->option
     Click on Curve Degree 3 Cubic for rounded curves, use 1 Linear for straight curves.

Draw the outer curve counter clockwise.
     Hit Enter button on the keyboard when you are finished.

Choose Curves->Open/Close Curvesl->option  to close
     Select Shape:  Ignore
(Or draw the last point on top of the first with point snap.)

Add holes if you like, draw them clockwise.

Select outer curve first, then the inner curves if you want to bevel with holes.
Choose Surfaces->Bevel Plus->option
     Select Convex Out
          Extrude distance:  .5
          Create cap: At start and At end
     Under the Output Options tab
          Output geometry: Polygons
          Along Extrusion, Samples: 1

Adobe Illustrator curves can also be brought in to use with Bevel or other tools. (Save as an old Illustrator format such as 8.0)



Curve to Flat Polygon Mesh with Bevel Plus
bevelplus_flat_poly
Start with a NURBS curve. Create->Curve Tools->CV Curve Tool Make sure the curve is closed, or the first point is on top of the last point (use v point snap). You can also add holes with this procedure. This creates something similar to planar surface, the geometry is cleaner.

Select the curve(s), outer curve first
Choose Surfaces->Bevel Plus ->option

Under Bevel tab:
     Create bevel: Check At start, uncheck At end
     Bevel width: 0
     Bevel depth: 0
     Extrude distance: 0
     Create cap: Check At start, uncheck At end

Under Output Options tab:
     Along Extrusion: Samples: 1
     Along curve: Samples: For Linear curve degree, input 1, for Cubic curve degree, input 3 or more
Click Bevel

Select the model and run Mesh->Cleanup...
     Select Lamina faces (faces sharing all edges)
          This will get rid of all double surfaces.

Select the model and run Edit Mesh->Merge->option

     Make sure the Tolerance is very small


Extrude (poly)
poly_extrude
Choose select by component type   scomponent.jpg and make sure the faces button  verticon.gif   is pushed in; this will allow you to select faces. Select the top face by clicking on the little square in the middle of the face.

Select Edit Mesh->Extrude
Click the red box at the end of the red arrow of the extrude manipulator to change to scale mode. Select the box at the center of the manipulator and scale down the face a little.

Hit "g" to run Extrude again)
Click on the blue arrow and drag straight up

You may also use rotate to add extrusions.

Later try animating extrude for Game of Thrones title sequence effect. Any tool can be animated though construction history.



Extrude to make a Hollow Body or Offset Surface for thickness
3DP_01a_hollow
If you would would like a hollow body follow these instructions.

View wireframe mode, hit 4
Right mouse to select all the faces
Select Edit Mesh->Extrude.
     Select Keep Faces Together   (This option is on the mini menu.)
Move the blue (z axis) extrude arrow
to the desired thickness.



Soft Selection
softselect
Double click the Move tool on the left to bring up the Tool Settings. mmove
Open the Soft Selection Section
     Enable Soft Select:

Change to Select by Component Type scomponent
     Select Poly Vertices
     select_poly_verticies
Select a vertex and move it.

Play with the Falloff radius options.

Turn off Soft Select when you are done. (Soft Select is also turned on for Rotate and Scale.)

Switch back to select by object type near the top.  sobject.jpg 



Delete Face
poly_delete_face
Use the Right Mouse button over your polygon to bring up the mini menu to select Face
     Hit Delete
(This is a poly primitive Helix)



Delete Edge/Vertex
delete_edge_vertex
This is a great way to clear up extra polygons
(A vertex usually cannot be deleted individually, first delete the edge.)

Select the Edges
Right mouse over an edge, select Edge from the mini menu, double click the edge to select the entire ring. (You may need to select and edge and double click the one next to it.)

Use Edit Mesh->Delete Edge/Vertex



Multi-Cut
poly_interactive_split
Select Mesh Tools->Multi-Cut Tool
    
Hold down Shift, click on an edge and drag down until the point snaps to 50% then release.
     Now click on the opposing edge and drag down until the point snaps to 50% then release.
     Select another tool such as the Select Tool to stop the Multi-Cut.  select_manipulator 
This added 2 vertices, an edge and a face to a cube.



Fill Hole
Use Mesh->Fill Hole to fill in if there is one hole on your model.  (Select by object type near the top.  sobject.jpg)
(This tool works best if there is 1 hole to fill.)
poly_fill_hole



Insert Edge Loop
poly_edge_loop
Select Mesh Tools->Insert Edge Loop Tool
Click and drag to add new edges (polygons and vertices)



Append to Polygon
poly_append
Select Mesh Tools->Append to Polygon Tool
     Select an edge to start
     Look at the arrows, select the next edge following the arrows
     Keep selecting edges until you are finished
If needed, use the Selection tool to end select_manipulator



Bevel
poly_bevel
Select Edit Mesh->Bevel->option.jpg
This will add a bevel to an entire object or selected edges



Merge
Use Edit-Mesh->Merge->option.jpg     (Open the dialogue window.)
     Set Threshold to .0001  (This depends on your model)
This will cleanup redundant vertices
Make sure you threshold tolerance is not too large, otherwise you will lose faces.
poly_merge



Add Divisions
Select Edit Mesh->Add Divisions->option.jpg
poly_add_divisions



Extract a Polygon into a separate shape
Right mouse over the shape, select Face, select the faces you want to separate
Choose Edit Mesh->Extract
poly_extract



Combine Polygons
Select all the polygon shapes you would like to combine.
Choose Mesh->Combine



Separate Polygons
Select a poly object
Choose Mesh->Separate



Use a Boolean Operation to add more divisions
poly_bend

poly_boolean
Create a Star
Choose Create Polygon Primitives->Disc->option.jpg
     Select Sides: 10
     Select Subdivision Mode: Pie     (less verticies)
     Select
Subdivisions:  1

Right mouse over the disc
     Select Vertex
     Select every other vertex
Use
Scale to scale in the points.

Remove the edges on the face of the star:
Select the Edges
     Right mouse over an edge, select Edge
from the mini menu.
Use Edit->Delete

Use Edit Mesh->Extrude to extrude the star


Create the Cube with Divisions
Create->Polygon Primitives->Cube->option.jpg
with extra divisions on the top surface.
     Width divisions: 10
     Depth divisions: 10



In the persp view menu, select Shading->Wireframe on Shaded
     Hit 5 for shaded too


Intersect the cube into the extruded poly shape, there should be overlaps.

Select the extruded shape, then select the cube.

Select Mesh->Booleans->Intersection

Use Edit->Delete by Type->History

Use Deform->Nonlinear->Bend
     Rotate the bend deformer 90 degrees in Z to match the intended bend
     Use the Channel Editor to modify the Curvature of the Bend

Use Edit->Delete by Type->History again to delete the deformer in order to bring the shape into Unity.



Display Poly Counts
Select Display->Heads Up Display->Poly Count

poly_count



Any NURBS Tool can be used to create Polygons, Loft
poly_loft
Switch over to the Modeling section, choose from upper left, status line.
Draw a couple NURBS curves, Create->Curve Tools->CV Curve Tool
Select Surfaces->Loft->option
     Choose Polygons
     Choose Quads

     Choose Tessellation method: General
          Change U type to: Per span # of iso params
          Change V type to: Per span # of iso params
          Input Number U: 3   (If this is too jaggy, increase)
          Input Number V:  1
     Hit Apply


Chord Height
If you are texture mapping a loft shape, you may want to try this.
Draw a couple NURBS curves, Create->Curve Tools->CV Curve Tool

Select Surfaces->Loft->option  
     Choose Polygons
     Choose Quads

     Choose Tessellation method: General
          Change U type to: Per span # of iso params
          Change V type to: Per span # of iso params
          Input Number U: 1   (Leave lower when using chord height ratio)
          Input Number V:  1
          Select Use chord height

     Hit Apply
This will add more polygons.
texture_chord_height_loft



NURBS Planar Surface to Make Polygons
planar_polyDraw one or more curves, place one inside of the other.

Use Curves->CV Curve Tool->option

Select the outer curve first, the the rest

Select Surfaces->Planar->option
     Choose Polygons
     Choose Quads

     Choose Tessellation method: General
          Change U type to: Per span # of iso params
          Change V type to: Per span # of iso params
          Input Number U: 1   (If this is too jaggy, increase)
          Input Number V:  1        ""
          Uncheck Use chord height   (default not selected)

     Hit Apply

You may clean up the extra edges and vertices, see image above
     Right mouse over poly, select Edge from the mini menu, select all inner edges.
     Use Edit Mesh->Delete Edge/Vertex

Right mouse over poly, select Vertex, make sure all the extra vertices are deleted.



Sphere from a Cube for better Texture Mapping

cube_sphere_vs_sphere_mapping
                                               Cube-Sphere versus a Poly Sphere


Select Create->Polygon Primitives->Cube->option
     Select Edit->Reset Settings


Image Texture Map
Select the cube.

Use the right mouse key over cube to bring up the marking menu, select Assign Favorite Material->Lambert.

Under the Attribute Editor, on the right side of the screen  attribute_editor   (Or Ctrl a)
     Find the new Lambert
Shader tab.

Click the Map Button across from Color map_button.jpg
     Select the File icon texture_file_icon_create_render
          Change Filter Type to Off (less blurry, default Quadratic)
          Choose an image texture_folder_icon
                It is best to keep your images in the scenes
directory for Maya.
                And keep a copy of your image in the Assets directory for Unity.
          Under Arnold
               Change Filter Type to closest   (less blurry, default smart_bicubic)

Hit 6
(shader display) to view the texture shaded on the model.


UV Map Polygons
Make sure the cube is selected, and open UV->UV Editor.
     Right mouse over the unwrapped shape
          Select UV
          Marquee select all the UVs
     Use Tools->Scale  (This selects the Scale manipulator)
          Scale the unwrapped shape to the size of one texture
    Use Tools->Move  or select the Move manipulator
          Use x for grid snap and Move the unwapped shape to line up with the texture.
UV_window_cube



Smooth the Cube into a spheroid
Select the Cube

Run
Mesh->Smooth, 2-3 times

You may repeat the texture in the hypershade window.  hypershade
     Select the
Textures tab
          Double click the texture
     In the
Attribute Editor, switch to the place2dTexture tab
          Change
Repeat UV to a higher value.



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© 1988-2022 34 years Jennifer Steinkamp