2009

Table Of Contents
Hypergraph window (Window > Hypergraph: Hierarchy) and selecting Edit >
Ungroup.
Beyond the lesson
In this lesson you learned some basic techniques of polygonal modeling:
You can create complex polygonal models with surprisingly few techniques.
Starting from a primitive surface such as a cube, you can smooth, scale,
move, extrude, split, and rotate components of the primitive to create a
low resolution version of the model you want to create.
You must frequently adjust vertices to fine-tune the shape, and finally
smooth the edges between faces where desired in order to produce the
final version of your model.
Another method for previewing a smoothed version of the mesh before it
is smoothed is via Smooth Mesh Preview. Press the 2 or 3 key while the
mesh is selected to preview it in a smoothed state. Press the 1 key to return
it to the unsmoothed state.
Polygonal modeling has many timesaving features not covered in this lesson:
For example, Boolean operations (union, difference, and intersection) are
a common way to create a new object from the interaction of two existing
objects.
If youre planning to use your polygonal surfaces where the poly count is
constrained, such as with interactive games, Maya has a number of tools
for minimizing the number of polygonal faces of an object such as the
Reduce Tool. Fewer faces means simpler geometry. This is critical when
fewer polygons means increased interactive performance with games
applications. You can view the polygon count on your mesh by selecting
the mesh and then choosing Poly Count.
Maya also has a category of tools called Deformers. Deformers let you bend,
twist, and scale your objects by enveloping the object in a cage-like
manipulator called a lattice deformer that you can manipulate.
The NURBS chapter in this guide describes how to use the Sculpt Geometry
Tool to modify a surface by pushing, pulling, and smoothing a surface
without first selecting vertices. Though the lesson shows how to shape a
132 | Chapter 3 Polygonal Modeling