Complex UV Layout in Maya
Over the last couple of years UV layout in Maya has changed for the better. In this course we're going to be taking a look at some of those changes as we UV map an entire character
# 1 20-06-2011 , 03:25 PM
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boolean?

I need to cut a shallow dish out of a curved surface, similar to this drawing - if it makes sense.
In my limited knowledge, it seems to be an ideal situation for a boolean, but the curved surface I need to cut out of is smoothed (it's actually to be a walnut dashboard, with the cutout holding the instruments) - so I assume a boolean is going to make a right mess.
Is there a better way of doing this? I've tried using a section of a sphere, but joining the two seems very complex.


Last edited by se7enhedd; 06-04-2012 at 10:18 AM.
# 2 20-06-2011 , 04:52 PM
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I would use a boolean try matching up your edge of both parts should reduce the amount of cleaning up.............dave




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# 3 21-06-2011 , 07:15 AM
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BOOLEAN + SMOOTH == cleanup + adding support edges. If you intend to smooth then you are going to have to clean up the geometry after the boolean and in addition you are going to have to add support edges where needed.


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# 4 21-06-2011 , 11:00 AM
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well i tried the boolean and it was a travesty. i'm not sure i know enough about preparing the geometry for booleans yet.
what I've ended up doing, which has worked out pretty well, is start with 1/4 of a sphere for the recess, then extruded out the edges to form the rest of the dash. so far so good...

thanks for the advice anyway!


Last edited by se7enhedd; 06-04-2012 at 10:18 AM.
# 5 24-06-2011 , 03:24 AM
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Im with ct...booleans are great...but it takes planing and cleaning if the geo is complicated or smooth. If it was me...I would split poly to roughly the shape, then I would select faces and delete, then extrude etc to replace...and edge loop etc. It sounds like hard work but it can also be much less tedious and messy and you will have much more control over your geo.

Cheers bullet


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