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Working with polygonal components

From: Maya 2011 Essential Training

Video: Working with polygonal components

When modeling Polygonal Objects, typically you start with a Primitive and then reshape that into something a little bit more complex. Now, in order to reshape it, you need to kind of get into the substructure of the object and move it around. Now, this substructure is called Components. So let me show you how this works. Let's start off with just a basic Cube. I am going to go ahead and drag it up to set my Height. I am going to hit 5 to shade it. And then I want a little bit more detail, so we have some stuff to work with.

Working with polygonal components

When modeling Polygonal Objects, typically you start with a Primitive and then reshape that into something a little bit more complex. Now, in order to reshape it, you need to kind of get into the substructure of the object and move it around. Now, this substructure is called Components. So let me show you how this works. Let's start off with just a basic Cube. I am going to go ahead and drag it up to set my Height. I am going to hit 5 to shade it. And then I want a little bit more detail, so we have some stuff to work with.

So I am going to go here into my Channel Box, highlight my Subdivisions, Height, Width, and Depth. And just type in the number 4. So now I have got four Subdivisions on each side. So I have a little bit of detail to work with. Now, this particular box is made up of three types of Components. We have a three-dimensional object, and each Component represents one of the dimensions. In fact, let's go ahead and take a look at these. So if I right-click over these, I am going to go into my Marking menu, and I have three basic components: Vertex, Edge, and Face.

So let me show you what each of these are. So I am going to go ahead, right-click over to Vertex, and notice how all these little points come up. Now, each one of these points is a Vertex, and that's really just a point. And the point is what? One-dimensional object. So Vertex is just a point on the surface. Now, if we go here to Edge, you will notice I can click on the Edges, and the Edge is what? An Edge is a line. What's a line? A line requires two dimensions. It actually connects two vertices, or connects two single points with a line.

If I go into Face, well, that's a plane. And so that's the third dimensional object. So what we have is we have points, lines, and faces, or vertices, edges, and faces. Now, if I right-click over here, I also have a mode called Multi mode, which is actually very handy. And this allows me to pick anything. So I can just go here, and I can pick a Vertex. I can pick an Edge, or I can pick a Face.

Now, any one of these can be moved and manipulated to reshape the object. Now, before we do this, let's go ahead, and I want to show you one more way to select this. If we go up here into Component mode or select by Component Type, you will notice here that I also have Vertices, Edges, and Faces. So if I wanted to, I could actually select by Vertices, Edges, or Faces. Now, generally, I like to use the Marking menus. It's a lot faster.

This is really kind of almost like an archival way of working with this. I much prefer just going into Multi mode or Vertex, Edge, or Face mode and just selecting what I want, because it's so much faster. So what you can do is you can select Vertices, Edges, or Faces. So let's say, for example, we are in Vertex mode, and I wanted to reshape this. All I have to do is just rubber-band- select all of the Vertices, and notice how they show up in yellow. And then just select Move, Rotate, or Scale. So if I want to translate those, I just hit W, and I can move them.

If I want to make them bigger, I can make them bigger. And next thing I know, I am grabbing Vertices, and I am starting to reshape this object. So if I can move this out, and then if I wanted to Rotate it, Rotate these, I could do that as well. So as you notice here, you can just very easily start sculpting either a Vertex or a Face at time. So if I wanted to, for example, move Faces, now what happens when you move a Face? Well, basically what you are moving is you are moving the whole Face, the four Vertices and Edges on the side.

Or I can move Edges. So, for example, if I select this Edge here, I can also move that. So you can see how you can just start by just grabbing these Components or these Vertices and Edges and Faces, you can just basically kind of reshape something to your liking. Let's say I don't want that to be such a round corner. I could kind of cut it off and so on. Now, this is just a very beginning of Polygonal modeling, but knowing how to select Components within an object and move them around is probably the first thing that you need to know in how to model within Maya.

So go ahead and practice this and get used to selecting all the different Components and being able to reshape an object.

Show transcript

This video is part of

Image for Maya 2011 Essential Training
Maya 2011 Essential Training

115 video lessons · 26073 viewers

George Maestri
Author

 
Expand all | Collapse all
  1. 3m 50s
    1. Welcome
      1m 34s
    2. Using the exercise files
      26s
    3. A note on screen resolution
      1m 50s
  2. 1h 0m
    1. Overview of the Maya interface
      7m 42s
    2. Working with files and Maya projects
      2m 27s
    3. Navigating viewports
      5m 56s
    4. Reviewing the Viewport menus
      6m 28s
    5. Configuring safe frames and grids
      3m 21s
    6. Selecting objects
      4m 33s
    7. Using the Move tool
      3m 48s
    8. Rotating and scaling
      4m 31s
    9. Manipulating pivots
      3m 59s
    10. Understanding the Channel Box
      5m 36s
    11. Working with the Attribute Editor
      2m 28s
    12. Using the Hotbox
      2m 59s
    13. Working with marking menus
      3m 6s
    14. Customizing the interface
      3m 36s
  3. 59m 25s
    1. Creating polygonal objects
      6m 28s
    2. Working with polygonal components
      4m 42s
    3. Selecting polygonal components
      5m 44s
    4. Working with Soft Select
      7m 3s
    5. Using the Extrude tool
      6m 47s
    6. Keeping faces together
      2m 42s
    7. Extruding along curves
      3m 27s
    8. Using the Polygon Bevel tool
      4m 14s
    9. Smooth and subdivision surfaces
      7m 6s
    10. Blocking out a character body
      11m 12s
  4. 36m 6s
    1. Working with edge loops
      3m 27s
    2. Inserting and offsetting edge loops
      3m 38s
    3. Symmetrical modeling techniques
      5m 53s
    4. Combining objects
      3m 50s
    5. Using the Polygon Bridge tool
      2m 7s
    6. Connecting components and splitting polygons
      2m 48s
    7. Poking and wedging faces
      2m 49s
    8. Working with polygon booleans
      3m 17s
    9. Modeling with nonlinear deformers
      4m 54s
    10. Modeling with lattices
      3m 23s
  5. 1h 18m
    1. Introducing NURBS modeling
      5m 3s
    2. NURBS primitives
      5m 54s
    3. Using the NURBS curve tools
      5m 7s
    4. Creating Bézier curves
      1m 59s
    5. Creating text
      3m 51s
    6. Manipulating NURBS curves
      4m 13s
    7. Refining NURBS curves
      4m 16s
    8. Offsetting NURBS curves
      2m 31s
    9. Editing NURBS surfaces
      7m 3s
    10. Refining NURBS surfaces
      7m 22s
    11. Using NURBS Revolve
      7m 31s
    12. Using NURBS Loft
      4m 11s
    13. Using NURBS Extrude
      6m 0s
    14. Using NURBS Planar
      4m 47s
    15. Stitching NURBS surfaces
      8m 52s
  6. 35m 53s
    1. Extracting NURBS curves from surfaces
      5m 57s
    2. Creating curves on a surface
      3m 53s
    3. Projecting curves on surfaces
      7m 2s
    4. Trimming NURBS surfaces
      3m 42s
    5. Using the NURBS Fillet tool
      5m 31s
    6. Sculpting NURBS and polygonal surfaces
      5m 52s
    7. Converting NURBS to polygons
      3m 56s
  7. 33m 22s
    1. Working with the Outliner
      4m 58s
    2. Grouping objects
      4m 2s
    3. Creating hierarchies
      4m 17s
    4. Duplicating objects
      4m 51s
    5. Understanding the Hypergraph
      3m 32s
    6. Working with Hypergraph connections
      2m 31s
    7. Hiding and showing objects
      2m 12s
    8. Creating layers
      4m 2s
    9. Working with selection masks
      2m 57s
  8. 40m 18s
    1. Overview of renderers
      3m 24s
    2. Understand the basics of materials
      6m 15s
    3. Creating and applying maps
      5m 13s
    4. Using bitmaps as texture
      2m 59s
    5. Working with the Hypershade window
      5m 12s
    6. Working with mental ray materials
      6m 57s
    7. Using displacement and bump mapping
      3m 14s
    8. Using the Ramp Shader
      2m 36s
    9. Using the 3D Paint tool
      4m 28s
  9. 30m 14s
    1. Texture-mapping NURBS surfaces
      5m 46s
    2. Projecting textures onto surfaces
      4m 0s
    3. Texture-mapping polygonal surfaces
      7m 0s
    4. Applying UV mapping
      8m 11s
    5. Using the UVW Editor
      5m 17s
  10. 41m 16s
    1. Creating joints
      10m 2s
    2. Deforming a mesh using the Skin tool
      5m 2s
    3. Creating IK handles
      6m 48s
    4. Creating blend shapes
      5m 39s
    5. Rigging nonlinear deformers
      2m 36s
    6. Finalizing the character
      4m 45s
    7. Rigging the character to the scooter
      6m 24s
  11. 1h 5m
    1. Working with the Timeline
      4m 16s
    2. Creating and adjusting keys (keyframes)
      5m 4s
    3. Editing keys
      3m 13s
    4. Modifying keys in the Graph Editor
      5m 47s
    5. Modifying keys in the Dope Sheet
      2m 51s
    6. Creating breakdown keys
      2m 28s
    7. Animating objects along paths
      5m 54s
    8. Animation playback using Playblast
      3m 10s
    9. Animating with constraints
      6m 16s
    10. Creating animation cycles
      8m 25s
    11. Using set-driven keys
      6m 13s
    12. Adding sound to animations
      2m 24s
    13. Finishing the animation
      9m 45s
  12. 1h 2m
    1. Lights and lighting types in Maya
      7m 29s
    2. Adding depth-map shadows
      4m 13s
    3. Using Raytrace shadows
      3m 28s
    4. Understanding the basics of cameras
      7m 14s
    5. Adding depth of field
      6m 31s
    6. Adding Bokeh using mental ray
      4m 33s
    7. Using motion blur in Maya Software Renderer
      4m 10s
    8. Using motion blur in mental ray
      3m 5s
    9. Raytracing reflections and refractions
      4m 41s
    10. Interactive rendering with IPR
      3m 33s
    11. Lighting a scene
      8m 29s
    12. Batch rendering
      4m 53s
  13. 25s
    1. Goodbye
      25s

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