This course will look in the fundamentals of modeling in Maya with an emphasis on creating good topology. It's aimed at people that have some modeling experience in Maya but are having trouble with
complex objects.
during the modeling process i find my self looking at the model and seeing how edgy it is,. and that maybe normal. but i get the same resualt in the rendering
heres a pic of my friend model i have made on my own but can't get it smooth with out messing the thing up
Make sure your normals are facing the same way, to check this goto Display -> Polygon Components -> Short Normals
if any are facing the wrong way, select them, then goto Edit Polygons -> Normals -> Reverse
Another overlooked element is whether or not your normals are "hard" or "soft". As a rule, any hard edge should have hard normals, and vice versa. Hence, a perfectly smooth sphere should have all its normals set to soft. Consequently, a hard edge (as where two planes meet at an angle) should have hard normals along the edge in question.
This often becomes a problem when appending to the polygon (ie replacing/repairing deleted faces, &c), as the new normals aren't necessarily as hard or soft as the ones already on the object.
To change the hardness/softness of normals, select the offending edges (or faces) while in component mode and go to Edit Polygons>Normals>Soften/Harden and choose the selection box. When in the selection box, you can select any value between 0 and 180 (zero being all hard, 180 being all soft) to adjust the hardness/softness. Play around with it. I have found it indispensible in making hard surface or organic models look just right!
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