Introduction to Maya - Modeling Fundamentals Vol 1
This course will look at the fundamentals of modeling in Maya with an emphasis on creating good topology. We'll look at what makes a good model in Maya and why objects are modeled in the way they are.
# 1 05-07-2005 , 09:11 PM
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hi, another problem...

man i have loads of problems today... this is another problem ive had before, i know a way to get around it but its an anoying way. basically i have two meshes, say an eye and a cheek, i combine them, snap the verticles, and merge them, when i smooth the object sometimes it is perfect, but sometimes i get an anoying line from the edges which were merged from the original meshes from the cheek and eye. the way i usually fix this is to delete a poly from the cheek then extrude an edge down from the eye, then continue untill the whole cheek mesh has veen removed... this takes along time and is boring. does anyone know a better way to get rid of this crease?

user added image

thanks, Matt

# 2 05-07-2005 , 10:46 PM
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I'm confused. When you say you "smooth" them, are you saying you run the Polygons>Smooth function or you smooth the normals? Also, when you merge the vertices, do you check to make sur it worked? If not, you may need to change the merge value to make sure the vertices merge properly.

# 3 06-07-2005 , 09:26 AM
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yeah, polygon/smooth, and the verts merge worked.

# 4 06-07-2005 , 09:43 AM
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user added image

delete a poly from the left and extrude the edge from the right and snap verts and merge again then it moves this anoying crease to the other side of the new poly... eventhough the geometry is the same, its just a different poly.

# 5 06-07-2005 , 10:27 AM
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Can you post that same picture but with the wire frame?

# 6 06-07-2005 , 01:05 PM
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easier if i just post the model.

my model

i did end up manually removing and readding the polys but i have ctrl+z'd back to show u (i wud rather know how to fix this problem properly without doing the long tedious way)

the area is just above the eye.

Thanks, Matt

# 7 06-07-2005 , 02:47 PM
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Hi Matt
I went ahead and took a look at the model,
the problem was that the normals on you eyelid geometry were facing the wrong way,
this is how I fixed it
I went to Polygons> Cleanup - option box and used these setting below,
what this did was take the correct normals on the rest of the model and reverse them, once I did that I selected the object then
I went to Edit polygons> Normals> Reverse
that reverse all the normals on the model so that they are facing out.

hope this helps

dae

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# 8 06-07-2005 , 04:12 PM
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hi thanks alot! works perfect user added image

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