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 06-10-2013 , 02:03 AM

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#### MAYA question on using curve tool to create subdivisions on mesh

I learned this technique way back like 2-3 years ago. But due to national service,i've little room to practise and the technique was forgotten altogether.I only roughly remember the process.

You use the curve tool(ep i think under dynamics dropbox) to create your desired pattern(let's say a strand of hair).
You create a plane(can't remember whether it was a surface or polygon) and snap the edge? to the tip of the curve.
You then add subdivisions by increasing the number of subdivisions under the properties bar.The mesh would then follow the curve.The more subdivisions there are,the more it would become congruent with the curve.

# 2 06-10-2013 , 02:10 AM

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Wow, just wow.

# 3 06-10-2013 , 10:02 AM

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Any idea anyone?

# 4 06-10-2013 , 12:41 PM

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You're thinking of a poly extrude. Select a face/edge and a curve, Edit Mesh>extrude and use the history of the extrude operation to control the number of divisions.

- Genny
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# 5 07-10-2013 , 01:20 AM

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THANK YOU!

I've been searching for an answer for days....

Last edited by ctfan; 07-10-2013 at 01:31 AM.

# 6 07-10-2013 , 01:51 AM

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sorry final questions...

1.The maximum divisions i could add was 25. Is there a way for me to increase it to say 100?

2. How do i separate the curve from the mesh once done(as in deleting)...
I went to my outliner and tried to MMB the thing away but it kept becoming a sub category of wherever i was dropping it near.

Thanks again,
CT

# 7 07-10-2013 , 02:01 AM

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Delete history on new object. Save the curve on a layer for future use if needed

# 8 07-10-2013 , 04:33 AM

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1. Yes, just type in 100, the MMB drag maximum is soft capped.

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# 9 08-10-2013 , 12:34 AM

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thanks alot guys=)

also regarding saving curve for future use:i understand that the mesh is co-joined with the curve as that be how it is formed. so i can't totally separate it from the mesh as in to delete it off and can only hide it?

Last edited by ctfan; 08-10-2013 at 12:43 AM.

# 10 08-10-2013 , 12:57 AM

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Yep, Clocker1 did mention how. Just delete history on the object and they will no longer be co-joined.

- Genny
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# 11 08-10-2013 , 11:19 AM

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Alright then.Once.again,thanks a lot for the help=)

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