Maya Training

Creating characters In Maya and Zbrush

Maya Training

Creating character renders in Maya 2017 and Arnold

Maya Training

Spach-Alspaugh House the complete courseware
You are here > Home > SimplyMaya Community Forums

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 26-12-2008, 10:29 PM   #1
Registered User
Join Date: Jul 2008
Location: England
Posts: 6
Thanks: 0
Thanked 0 Times in 0 Posts
Default Staggered triangulation of polygons... Possible?


I noticed that Maya uses trapezoid (four sided) polygons. When triangulated (Polygons > Mesh > Triangulate) Maya simply splits each quad polygon into 4 sub triangles, like this:

However I'm trying to achieve a different effect, one which staggers the triangles:

The above was created in an obsolete rendering package for the Commodore Amiga (it's so old, it doesn't allow converting to 3DMax, Lightwave or Maya formats, and there are no third-party converters.)

I feel the latter is more elegant when you want to intentionally retain the polygonal 'facetted' appearance (for a crystal type effect), specifically the lovely helical/fibonacci-type spirals that make up the sphere. It also uses considerably fewer polygons than the non-staggered approach.

Any easy way of doing this within Maya?
Timo79 is offline   Reply With Quote
Old 26-12-2008, 10:44 PM   #2
gster123's Avatar
Join Date: May 2005
Location: Manchester Uk
Posts: 6,300
Thanks: 1
Thanked 51 Times in 45 Posts

I think what you may have there is the difference between the algorithms used previously and the ones used now, therefore i'm not sure if you can, without doing it manually (by modifying the triangulated one.
"No pressure, no diamonds" Thomas Carlyle
gster123 is offline   Reply With Quote
Old 28-12-2008, 03:22 AM   #3
Chirone's Avatar
Join Date: Dec 2007
Location: NZ
Posts: 3,125
Thanks: 11
Thanked 147 Times in 143 Posts

and in that case you'll just have to write a MEL or python script to do it for you

that's a "Ch" pronounced as a "K"

Computer skills I should have:
Objective C, C#, Java, MEL. Python, C++, XML, JavaScript, XSLT, HTML, SQL, CSS, FXScript, Clips, SOAR, ActionScript, OpenGL, DirectX
Maya, XSI, Photoshop, AfterEffects, Motion, Illustrator, Flash, Swift3D
Chirone is offline   Reply With Quote
Old 28-12-2008, 10:13 PM   #4
Registered User
Join Date: Jul 2008
Location: England
Posts: 6
Thanks: 0
Thanked 0 Times in 0 Posts

I've found it's easy enough to fake, using a bit of maths.

Create sphere. Then Triangulate (Polygons > Mesh > Triangulate.)

Then switch to edit vertex mode, and grab the vertexes on each vertical layer and rotate them around 'en masse'.

The angles you rotate them depend on the number of sub-divs you originally used to create the sphere. I used 12 sub-divs (in other words 12 facets to make up the circumference) of my sphere, so the angle of each polygon was 360/12 = 30. I only wanted to rotate the layers by half a polygon so I divided this by two = 15º, which is what I used for the step-size.

Left the top layer alone, then grabbed and rotated the following layer by 15º, then the third layer by 30º, the fourth layer by 45º, etc...

Took all of 30 seconds to do.

I was wrong in my original assumption that it somehow used less polygons. It uses the same, just in a different arrangement. My error was when you triangulate the sphere you can see the polygons through the back at the same time, making it look like each trapezoid was split into four triangles and not just two.

Last edited by Timo79 : 30-12-2008 at 09:58 PM.
Timo79 is offline   Reply With Quote

Similar Threads
Thread Thread Starter Forum Replies Last Post
Getting angolare and round polygons together? Red_Roxxor Modeling 19 04-02-2011 03:50 AM

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 © 1999-2017 SimplyMaya - vBulletin® Copyright © 2000-2017, Jelsoft Enterprises Ltd.