Maya Training

Introduction to Hard Surface Modeling

Maya Training

Interiors and Furniture Vol 1 & 2 - Modeling & Cloth

Maya Training

Shading, Lighting and Rendering the Bedroom in MR

Maya Training

Robot volume one - Modeling with animation in mind

Maya Training

Spach-Alspaugh House the complete courseware

Maya Training

Burt The Cartoon Dinosaur Vol 01 - Modeling

New Maya Training

Robot Volume 02 - Hybrid Rigging
You are here > Home > SimplyMaya Community Forums
Loading

Welcome to Simply Maya

Please Sign in or Sign up for an account

Member Login

Lost your password?

Not a member yet? Sign Up!

Old 02-08-2003, 02:43 AM   #1
R-Tillery
Subscriber
 
R-Tillery's Avatar
 
Join Date: May 2003
Location: Ventura California
Posts: 966
Thanks: 0
Thanked 1 Time in 1 Post
Default converting Subdiv to polys with the detail

Trying my hand at organic modeling, but now I’m stumped. How do you convert a subdivision to polygon without losing the detail on the model? Every time I try it turns into a poly structure without the definition on the model.( if that makes any sense )
R-Tillery is offline   Reply With Quote
Old 02-08-2003, 02:57 AM   #2
Kurt
Registered User
 
Kurt's Avatar
 
Join Date: May 2002
Location: Niagara Falls, Canada
Posts: 5,285
Thanks: 0
Thanked 64 Times in 64 Posts
Default

Thats kinda tricky you want your poly surface to be as light in geometry as possible. Remeber the a low poly cage once coverted to sub-d is usally pretty smooth. The trick is working in the low poly cage to add detail but keeping the sub-d geomerty low once converted.

I have my settings for going back between the 2 set as

Subdiv to polygons:

I have vertices checked only. This setting allows to covernt back to polygons at its lowest geomerty.


Polygons to Subdiv:

just use defalt if need be you can up the base mesh from 1000
__________________
I am enough of an artist to draw freely upon my imagination, knowledge is limited, imagination encircles the world. (Albert Einstein)

http://kurtboutilier.cgsociety.org/
Kurt is offline   Reply With Quote
Old 02-08-2003, 03:14 AM   #3
R-Tillery
Subscriber
 
R-Tillery's Avatar
 
Join Date: May 2003
Location: Ventura California
Posts: 966
Thanks: 0
Thanked 1 Time in 1 Post
Default

Ok so to see if I understand,I should stay between 1&2 detailing mode on sub-d's and just get the shape I like then convert it to polys from there and do the detailing in polygons?

http://www.geocities.com/bloodhammer@sbcglobal.net/
R-Tillery is offline   Reply With Quote
Old 02-08-2003, 03:43 AM   #4
Kurt
Registered User
 
Kurt's Avatar
 
Join Date: May 2002
Location: Niagara Falls, Canada
Posts: 5,285
Thanks: 0
Thanked 64 Times in 64 Posts
Default

Thats pretty much how i do it... But i dont start off wiht sub-ds


The character modeling cd that will be out soon covers all the steps i do to model a character...
__________________
I am enough of an artist to draw freely upon my imagination, knowledge is limited, imagination encircles the world. (Albert Einstein)

http://kurtboutilier.cgsociety.org/
Kurt is offline   Reply With Quote
Old 02-08-2003, 03:49 AM   #5
R-Tillery
Subscriber
 
R-Tillery's Avatar
 
Join Date: May 2003
Location: Ventura California
Posts: 966
Thanks: 0
Thanked 1 Time in 1 Post
Default

Right On!!:yipee: :yipee: :headbang: thanks
R-Tillery is offline   Reply With Quote
Old 02-08-2003, 10:33 AM   #6
BabyDuck
Subscriber
 
BabyDuck's Avatar
 
Join Date: Nov 2002
Location: USA
Posts: 1,170
Thanks: 3
Thanked 12 Times in 12 Posts
Default

also, if you done the detailing in subd, and still want to keep the changes in the polygon (except creases of course) you can select a higher level when you convert subd->poly. so select vertices as kurt suggested in settings, but instead of level 0, change to level 1 or higher. just be carefull that you cannot convert back to poly and subs repeatedly or you would make the geometry more and more complex with every step - if you leave at level 1. so by default it should be level 0 - and you can go back and forth from subd to poly and poly to subd and you always end up with the same thing (this works faster than working in poly proxy mode in subd). also note that converting level 1 verts is differant (if you worked on level 1 mode in subd) than converting level 0 verts and then smoothing in poly mode.

Last edited by BabyDuck : 02-08-2003 at 10:35 AM.
BabyDuck is offline   Reply With Quote
Old 02-08-2003, 06:24 PM   #7
R-Tillery
Subscriber
 
R-Tillery's Avatar
 
Join Date: May 2003
Location: Ventura California
Posts: 966
Thanks: 0
Thanked 1 Time in 1 Post
Default

Awesome!!! Thinks for the InfO very grateful
R-Tillery is offline   Reply With Quote
Old 03-08-2003, 09:25 PM   #8
R-Tillery
Subscriber
 
R-Tillery's Avatar
 
Join Date: May 2003
Location: Ventura California
Posts: 966
Thanks: 0
Thanked 1 Time in 1 Post
Default

One more question? Can the Character be polys and nurbs or just one or the other? Like lets say the body polygons and the head subds?
R-Tillery is offline   Reply With Quote
Old 03-08-2003, 10:14 PM   #9
BabyDuck
Subscriber
 
BabyDuck's Avatar
 
Join Date: Nov 2002
Location: USA
Posts: 1,170
Thanks: 3
Thanked 12 Times in 12 Posts
Default

it can be both. for binding i would suggest you bind to the polygon for the head, and then converting to subd with the the proxy option. so the binding to the poly will still work, and the subdiv will follow. you just need to make the poly not renderable and you are done ...

edit: oh if you bind more than one polygone to the same skeleton, just make sure that the touching verts have the same weight - so the character does not get holes when animating - of have the neck be longer so you dont see holes when you look in the shirt ... hope that made some sense

Last edited by BabyDuck : 03-08-2003 at 10:16 PM.
BabyDuck is offline   Reply With Quote
Old 04-08-2003, 01:37 AM   #10
R-Tillery
Subscriber
 
R-Tillery's Avatar
 
Join Date: May 2003
Location: Ventura California
Posts: 966
Thanks: 0
Thanked 1 Time in 1 Post
Default

CooL,Thanx
R-Tillery is offline   Reply With Quote

A little bit about who we are
Links you might find useful
Catch up with SimplyMaya
SimplyMaya specialises in Maya tutorials. We offer over 1,000 individual Maya training videos, ranging from basic Maya tutorials through to intermediate Maya tutorials. Our tutorials are created by instructors with industry experience and are designed to get you up and running in Maya quickly without making it seem like hard work.

Copyright © 1999-2015 SimplyMaya - vBulletin® Copyright © 2000-2015, Jelsoft Enterprises Ltd.