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 22-11-2003, 10:21 PM   #1
AlphaFlyte
Subscriber
 
AlphaFlyte's Avatar
 
Join Date: Nov 2003
Location: Sweden
Posts: 326
Thanks: 0
Thanked 3 Times in 3 Posts
Question Problem with Polygon to Subdiv conversion roundness

Calling fellow Mayans for assistance.

I am Modelling for the first time, so forgive my lack of knowledge and terminology.

I am lowpolygon modelling a car for a friends hobby game. The plan is to start modelling using polygons then convert to subdivs for added smoothness, while keeping the total polycount quite low.

Polygon Model
So far I'm "done" with the basic shape and ready to convert to subdivs.




Converted to Subdivs
The problem is that I get too much roundness around the windows while I want that roundness for the wheelhouses.




How do I counter this effect on the side windows? They remind me more of boat windows now
And what is the problematic called so I can search for more information on the net.

Would splitting up the model in layers help? I mean put the roof and wheelhouses on separate layers and then convert them to subdiv's separately?

Any suggestions welcome. Have a nice day.
__________________
Currently working on reclaiming Space
The Salvation Prophecy

Last edited by AlphaFlyte : 22-11-2003 at 11:25 PM.
AlphaFlyte is offline   Reply With Quote
Old 23-11-2003, 12:42 AM   #2
Pony
Subscriber
 
Pony's Avatar
 
Join Date: Mar 2003
Location: with PonysGirl
Posts: 2,573
Thanks: 0
Thanked 6 Times in 6 Posts
Default

its just smoothing the windows just like the rest. The trick is to anticipate this. ei making corners more exaggerated because the smoothing affect will smooth it out of tight angles..

for the windows I would suggest having more polys around them. would make it more stable.. first try splitting your poly faces.. put another edge close to where you have the window opening. Like this.
Attached Thumbnails
 
Pony is offline   Reply With Quote
Old 23-11-2003, 02:34 AM   #3
mtmckinley
The Maya Mountain
 
mtmckinley's Avatar
 
Join Date: Aug 2002
Location: Seattle, WA
Posts: 8,245
Thanks: 1
Thanked 25 Times in 25 Posts
Default

beveling helps.

__________________
-Mike
www.mtmckinley.net
The Maya Toolbelt
mtmckinley is offline   Reply With Quote
Old 23-11-2003, 02:53 AM   #4
Pony
Subscriber
 
Pony's Avatar
 
Join Date: Mar 2003
Location: with PonysGirl
Posts: 2,573
Thanks: 0
Thanked 6 Times in 6 Posts
Default

Looking at mikes image.. taking notes..
Pony is offline   Reply With Quote
Old 23-11-2003, 03:05 PM   #5
AlphaFlyte
Subscriber
 
AlphaFlyte's Avatar
 
Join Date: Nov 2003
Location: Sweden
Posts: 326
Thanks: 0
Thanked 3 Times in 3 Posts
Default

Thank you guys for taking the time to respond and explain.
I think I understand the steps before converting to subdivs better now. Anticipation, Planning ahead and bevelling.

If I understand Mike correctly, 4-sided polygon geometry converts better to subdiv than planar surfaces?
My window bars are indeed just planar now.

Next weekend is dedicated to experimenting with these techniques.
Ve hafe veys to make zou bevel :-)
__________________
Currently working on reclaiming Space
The Salvation Prophecy
AlphaFlyte is offline   Reply With Quote
Old 23-11-2003, 07:17 PM   #6
mtmckinley
The Maya Mountain
 
mtmckinley's Avatar
 
Join Date: Aug 2002
Location: Seattle, WA
Posts: 8,245
Thanks: 1
Thanked 25 Times in 25 Posts
Default

No, it has nothing to do with the number of sides. The beveled triangle pictured has 2 6-sided polys. The point of the image is that a slight bevel at sharp points will maintain that point better than if it were not there.

Here's another example more in line with your image.
Attached Thumbnails
 
__________________
-Mike
www.mtmckinley.net
The Maya Toolbelt
mtmckinley is offline   Reply With Quote
Reply


Similar Threads
Thread Thread Starter Forum Replies Last Post
Problem solving many dynamic objects in a pile? rohiniduggal Dynamics & Special Effects 3 14-01-2011 07:26 PM
Strange Problem - Unable to change attributes for multiple objects anthonysw3 Technical Issues 4 04-12-2010 11:56 PM

Thread Tools





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.