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This tutorial will take you through the process of creating a mouse embryo starting from a simple polygon cube through the creation of a base mesh suitable for subdividing and detailing. Some Basic Rules For Efficient Poly Modeling, Avoid n-sided polygons (polygons with more than 3 or 4 points). Polygons with 4 points (“quads”) are the best possible choice, 3 point polygons (“triangles”) are OK but are best placed out of sight. Non-manifold geometry should also be avoided. This refers to a situation in which two or more attached polygons cannot be unfolded to lie on a flat plane without overlapping. Maya’s native subdivision surface conversion workflow involves choosing a poly object and then choosing Modify>Convert Polygons to Subdivision surfaces. You can also convert subdivision surfaces back to polygons by choosing Modify>Convert Subdivision Surfaces to Polygons. Follow these steps to create shelf buttons to toggle between polygon and subdivision surfaces for a single surface. 1. Switch to the Custom tab on the shelf, 2. Choose Modify>Convert Polygon to Subdivision Surfaces. Hold the Shift+Ctrl buttons (Shift+Ctrl+Option on the Mac) and select the option. A new button will appear on the shelf which will perform this action on a selected polygon object. Create an Image Plane : Using an image plane is the best way to bring a modeling reference directly in Maya. For this tutorial an image of the mouse embryo has been provided. The model is switched to Sub D mode and edited to match the reference image.

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July 22nd, 2008 at 6:34 am
very nice,