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Author George Maestri explores the significant and robust feature set in Maya 2011 that add functionality for its 3D workflows in Maya 2011 New Features. This course covers the addition of Bezier curves for NURBS modelers, the Connect Component and Spin Edge tools in the polygonal modeling mode, and rigging tools for character animation. Enhancements to rendering and special effects are also reviewed. Exercise files accompany the course.
The last modeling tool I want to show you is an addition to the sculpting tools. Now this works either on sculpt surfaces, which is for NURB surfaces, or sculpt geometry, which is for polygonal objects. Now I'm going to show you this on a polygonal object because I think it'll be a little bit more clear. So I'm going to use that same head that we were using before and I'm just going to go ahead and select it and then under Mesh I'm going to go Sculpt Geometry tool, and make sure I select my options here, which brings up this Options panel.
I'm sure you're pretty familiar with the Sculpt Geometry tool, but let me go ahead and just do a quick refresher here. We have a brush which you can see, which cover the model. We can change the brush size by touching the B key, B for brush, and just left clicking and dragging, and that gives us our brush size, and then we can also do a number of operations. One is to Push or Pull. So for example, if I pulled then we can pull out some vertices. We can also adjust our displacement strength here.
So for example, I can pull out his brow or his eyebrows or something like that if I wanted to. Now the tool that I want to show you is actually called the Pinch Brush. Now this actually does exactly what it says, which means it pinches vertices, which means it moves vertices closer together. Typically, you would use this in something like maybe wrinkles, where you want to bring wrinkles together and make them a little bit more deep or a little bit more enhanced. But let me just show you right here on his brow you can see what happens is what it does is it actually pulls these vertices together.
It actually takes the center point and then it just tries and contract things to make them a little bit closer together. Now if I keep doing this you can kind of see an enhanced version of the effect. So this is really just a very simple addition to the sculpt surfaces tools, but you can see how this can actually be very helpful in organizing your geometry and actually changing how your detail is aligned without changing the actual shape of your object.
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