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 23-06-2007 , 03:53 AM
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A quick Modelling question

I've looked and looked and can't find info on this, but I swear I remember doing it years ago when I was learning Maya . . .

I'm creating a model of an actual building (from photos and blue prints) for a client. I've got the basic structure, and now I'm adding detail like doors and windows. It's an older building, and the window wells and door frames have a unique shape, not just rectangles.

I seem to remember using one object to delete a chunk out of another object. I think that's gonna be the best way to do this, but I can't remember how and I'm looking and not seeing what I'm looking for in the help section.

Can I create an object and use that object to delete big chunks out of another object?

# 2 23-06-2007 , 04:00 AM
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Do I need to combine the polygons, and then start deleting stuff? Or is there a way to position one polygon and use some tool so that if it were deleted, it would leave an impression of itself in the other object?

# 3 23-06-2007 , 04:31 AM
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I think what youÕre looking for here is Booleans (I think itÕs Booleans>Difference to be exact).

# 4 23-06-2007 , 04:44 AM
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I think that you're thinking about booleans, see the attached image.

There are a couple of different boolean operations (combine, difference and intersection) and how they work depends on the order that you select the geometry. In the image I selected the sphere then the cylinder and hit bolean difference.

I hope that helps,

Mat.

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# 5 23-06-2007 , 06:00 AM
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That's exactly what I was looking for. Cheers!

# 6 23-06-2007 , 08:12 AM
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Ah crap . . . any chance you can do something similar with Polygons rather than NURBS?

I've got two different projects where I've got polygonal models that I need to remove shaped chunks. But they're already polygons and I'd hate to start over and redo them using NURBS.

So am I out of luck or is there a way I can accomplish what you showed above, but with polygons?

# 7 23-06-2007 , 08:13 AM
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IÕm pretty sure you can.

# 8 23-06-2007 , 08:17 AM
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Heh . . . um . . . any idea how?

I'm not seeing anything similar in the polygons menu (I'm running 8.5) and Maya Help isn't helping at all.

Feeling real silly here. :headbang:

How would you do that with polygons?

# 9 23-06-2007 , 08:19 AM
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Make sure youÕre under your Polygons menu, (the thing in the top right) and go to Mesh>Booleans.

# 10 23-06-2007 , 08:23 AM
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You are saving my life and I feel like such a schmuck that I didn't see it there. user added image

# 11 23-06-2007 , 08:29 AM
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You're gonna kill me . . .

So what if I have a number of separate polygons, that I want to apply this boolean > difference to?

For example, a series of say 10 cylinders that you want to trim with another polygon?

I know it only does it with 2 polygons, so is there a way to group the 10 cylinders in such a way that it only considers it one? I've tried "group" and "parent" commands, and those aren't working.

Do I really have to do them each by hand?--one at a time?

# 12 23-06-2007 , 08:46 AM
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IÕm kind of confused about what youÕre saying. Just test around and see! ThereÔs always cmd+z (ctrl+z on a PC) if you screw it up! Just remember to save after you do something big.
user added image

# 13 23-06-2007 , 09:44 AM
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The image that I posted was made with polygons (mesh).

# 14 23-06-2007 , 12:07 PM
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If you don't want to have to do (as your example stated) 10 things, each by hand, you could always combine the 10, then use the boolean (object + 10 things(now combined) = new object)

If there are a lot of those kind of doorframes, then just duplicate, duplicate and duplicate some more.

If i've misunderstood the problem, or re-stated the obvious, then I am sorry. Hopefully I have been useful even in the slightest!,
Chris

# 15 24-06-2007 , 12:54 AM
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Thanks, all. I know I wasn't very specific or articulate in some of what I was asking.

Everything you guys said has helped me solve the problem. Thanks!

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