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
When modeling polys for subdivision should I keep everything 4 points? or can I be lazy and get away with 3 once in a while? will this cause problems in subdivision?
Doesn't Mental Ray have problems with 3 sided subD objects? If so, (and I could be wrong!) it becomes more important to find ways of revising the mesh to stick with 4 sided. This is especially true if you're working in a professional team environment. You never know who is going to render your model in what renderer!
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