As you model in polygons, you want to try and keep your geometry fairly regular, and this typically means creating what are called quads, in other words, four-sided polygons rather than three-sided or multiple-sided polygons. So let's take a look at this hand. Now typically, most of the detail in this hand is what we call a quad. So if I select a face, you can see I have four sided faces here, here, and here. Now in the model, we also have a few areas where we have triangles.
Now typically when you go to smooth your geometry or deform the geometry, sometimes triangles can be problematic. So you want to generally try and avoid them, but sometimes the topology of a model just prevents this, and if that's the case, you can reorganize your model. So, let's take a look at this particular model and see what a problem that triangles can create. So as we did before, we can do insert edge loops. So, let's go ahead and just go into Edge Mode here, and do Mesh Tools > Insert Edge Loop.
And let's go ahead and do what we did before, which is add in an edge loop along the fingers here. Now, we could do it along the ring finger or the pinkie, but I saved this middle finger for last, because we're going to have a problem with it. When I try and insert that edge loop, notice how it doesn't go all the way down the forearm. It kind of stops in the middle. It stops right here rather than continuing all the way down. And the reason for that is actually underneath the hand, in the palm. So if we flip the hand over and rotate, you can see that as I try and add in this detail, we have a triangle right here that's preventing this edge loop from going all the way down the arm.
So in order for me to add the detail I want, I need to reorganize this triangle, basically. And I can do that in several different ways. I can actually rebuild this by leaving out the polygons and redrawing it. Or probably the easiest way is just to select the edge and then under Edit Mesh we have two options here, Spin Edge Backward and Forward. And notice how the hotkeys are Ctrl+Alt plus left and right. I'm going to hold down Ctrl+Alt, and start spinning this.
So I'm going to go ahead with my left arrow here. And you can see that this is the orientation that I want. I want to make sure that I have a quad all the way down the arm. Now I can certainly spin this around however I want. But this is really the orientation that I'm looking for. Now once I have this, then this completely changes the way that I insert my edge loops. So if I go back into mesh tools, insert edge loop, you can see that now it goes completely down the arm.
That's because I eliminated that triangle that was blocking the way. So when you model, try and keep your geometry to quads, in other words, four sided polygons. It will be much easier to add and modify edge loops. If you do have to use triangles, place the geometry strategically. So that it doesn't interfere with your main edge loops.
Author
Released
6/26/2014- Getting familiar with the Maya interface
- Creating hierarchies and layers
- Creating polygonal objects
- Working with subdivision surfaces
- Extruding a mesh
- Smoothing geometry
- Lofting and extruding with the NURBS curves tools
- Converting NURBS to polygons
- Creating and applying texture maps
- Applying UV mapping
- Adding lights and cameras to a scene
- Creating realistic effects such as depth of field
- Batch rendering
- Animating in Maya
Skill Level Beginner
Duration
Views
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Introduction
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Welcome1m
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1. Getting Started in Maya 2015
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Navigation3m 20s
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Selecting objects4m 59s
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Using the Move tool5m 14s
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Rotating and scaling4m 54s
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Manipulating pivots2m 56s
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Using the Grease Pencil tool3m 43s
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2. Organizing Maya Scenes
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Creating hierarchies5m 4s
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Grouping objects4m 6s
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Using groups as pivots2m 54s
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Hiding and showing objects4m 18s
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Creating layers5m 16s
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Working with selection masks2m 38s
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3. Creating Polygonal Models
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Creating polygonal objects7m 41s
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Using the Sculpt tool4m 4s
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Boolean tools5m 37s
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4. Editing Meshes
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Using the Modeling Toolkit1m 53s
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Using the extrude tools6m 15s
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Extruding along a path2m 52s
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Using the bevel tools2m 42s
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Merging vertices and edges6m 29s
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Poking and wedging faces2m 43s
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Managing object history3m 30s
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5. Refining Meshes
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Working with edge loops2m 50s
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Mirroring geometry5m 4s
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Modeling with lattices2m 31s
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6. NURBS Modeling Techniques
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NURBS primitives5m 24s
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Using the NURBS curve tools6m 38s
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Using NURBS Revolve4m 31s
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Using NURBS Loft3m 48s
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Using NURBS Extrude2m 50s
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Using NURBS Planar2m 47s
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7. Refining NURBS Models
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Creating curves on a surface6m 49s
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Trimming NURBS surfaces3m 39s
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Converting NURBS to polygons3m 14s
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8. Creating Materials
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Overview of Maya renderers6m 48s
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Creating and applying maps5m 43s
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Using bitmaps as texture3m 25s
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Using the Ramp material5m 26s
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mental ray materials6m 7s
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9. Applying Textures
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Applying UV mapping6m 31s
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Using the UV Texture Editor6m 22s
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10. Rendering in Maya
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The Render Settings menu7m 4s
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Creating shadows5m 22s
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Adding depth of field5m 9s
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Using Motion Blur3m 17s
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Batch rendering3m 12s
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11. Animating in Maya
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Creating breakdown keys1m 58s
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Ghosting animation3m 44s
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Animating with constraints7m 51s
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Creating animation cycles4m 35s
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Adding sound to animations2m 33s
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Conclusion
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Next steps16s
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Video: Reorienting geometry using Spin Edge