Editing Polygons. Adding material/volume: Extrude. Learning objectives

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1 Learning objectives Be able to: use the Extrude tool to add volume to a polygon know what edge loops are and how to insert edge loops in a polygon cut edges in a polygon know multiple methods of sewing polygons together, including merging and bridging Editing Polygons Adding material/volume: Extrude Extrude a Face 1. Extrude allows you to pull exra material out of a polygon 2. commonly used on faces 3. demo: create cube. Select a face. Go to Edit Mesh > Extrude or use the Extrude button on the Polygon shelf. Let s go to the menu so we can see the options. Extrude Options Divisions. Choose how many times the new geometry will be divided / how many faces Smoothing angle. How soft or hard the edges of the extruded area will appear. Note: we generally try to avoid setting this at this fine a level or at this point in the modeling. Set it to 0. Offset. How far to offset the the edges of the extruded face. Useful to make a rim or bevel around something. Thickness. How far to extrude the face. Curve Settings If you used a different tool to draw a curve, you can extrude along it. Taper. How much the extruded geometry narrows as it gets close to the end Twist. Rotates the far end of the extruded geometry. Similar to the twist deformer.

2 The Extrude Manipulator If you hit the Extrude button or just click Extrude without the options, you ll see the Extrude controller come up. It has three sliders you can control by MIDDLE MOUSE + DRAG. Thickness, Offset, and Divisions. You can also control the angle of the Extrusion by clicking the blue circle, which brings up the rotate manipulator. Adding detail: Insert Edge Loop, Slide Edge, Multi Cut What is an Edge Loop? An edge loop is a contiguous edge that runs all the way around a piece of geometry and meets itself. Edge loops are a powerful way to add detail and maintain a clean topology. See here ( d2zcgw2.png) for an example of edge loops on a head model. Insert an Edge Loop 1. Go to Mesh Tools > Insert Edge Loop. Click and drag on an edge. You ll see a dotted line of where the edge loop will form along that set of ring edges. Insert Edge Loop options Relative distance from edge / equal distance from edge. Edge loops can be created so that they maintain a relative distance from each edge or an absolute (equal) distance from each edge. Please note that equal in this case does NOT mean equidistant in other words, the equal option will not automatically place an edge loop exactly halfway between two edges. (You can do that with a different option explained below.) This is easier to see than to explain. To demo this, create a polygon cube with a depth of 3 and 3 depth subdivisions. Select the four middle vertices on one of the long sides side and move them out as shown.

3 Relative distance from edge Equal distance from edge Multiple edge loops. You can insert more than one edge loop at a time. These are spaced automatically and equally. NOTE: if you choose 1 as the number of edge loops, the loop will be inserted exactly halfway between the other edges. Auto Complete. Choose whether to have the loops insert when you let go of the mouse button or when you press enter or the right mouse button. Fix quads. Automatically split three and five sided polys produced by the tool into quads. This can be useful if you have to maintain a quad mesh (such as for character modeling).

4 Insert with edge flow. The new edge loop will flow with the curve of the surrounding mesh. You can also access this feature by holding SHIFT while when you are inserting the edge loop. Slide Edge Tool This tool allows you to move edges along a surface without changing the shape of the geometry. Slide an edge 1. Go to Mesh Tools > Slide Edge Tool. Middle mouse and drag an edge. Slide Edge options Mode: Relative. Maintains relative spacing (similar to Relative Distance From Edge in the Insert Edge Loop Tool.) Mode: Absolute. Allows you to move an edge absolutely. Snapping Settings. These settings allow you to snap your edge to exact fractions of distance between the edges around it. This is useful for maintaining clean topology. Use Snapping turns the feature on or off. Snapping Points. 1 will snap your edge to the halfway point between surrounding edges. 2 will snap your edge to thirds; 3 will snap it to fourths, and so on Snapping Tolerance. Adjusts how close you need to be to the snapping point before Maya will snap the edge for you. Multi Cut Tool This tool lets you split polygons manaully. It s often used when the topology doesn t allow inserting an edge loop or to end edge loops when the detail is no longer needed. Cut a polygon 1. Mesh Tools > Multi Cut Tool. Click on edge or vertex, then on a different edge or vertex. A new edge will appear in orange. Enter or right mouse to confirm. 2. Note that the tool options for this tool are on the right. It is part of the Modeling Toolkit, which brings some 3ds Max like functionality to Maya. I m not a 3ds Max user, but I gather that software is used often in the game industry. If you re interested in that, you might wish to spend some time on your own learning these functions. Multi Cut Tool Settings

5 Snap Step %. If you click and drag on an edge to set your first cut point, you can see a percentage number pop up. That number is the position of the new vertex you are creating along that edge. If you hold SHIFT while dragging, that new vertex will snap to percentage positions determined by your Snap Step % number. Sewing polygons together: Combine, Merge Vertex Tool, Merge Edge Tool In general, the procedure to join two pieces of geometry into a single mesh are (1) use Combine to tell Maya that they are one mesh, (2) cut holes in both objects by deleting faces, and (2) merge the edges/verts around the holes. It is very useful to think carefully about the attributes of he pieces you are sewing together. The number of divisions is especially important if you want to avoid a great deal of vert jockeying. Demo: making a mallet 1. Create a polygon cube with a width, height, and depth of Give it subdivisions width, subdivisions height, and subdivisions depth of Create a polygon cylinder with a height of 10. give it 8 axis subdivisions and 0 cap subdivisons. 4. Select both objects. Go to Mesh > Combine. 5. Select the four faces in the center of the side of the cube that are facing the cylinder, as shown:

6 6. Now delete those faces. 7. Select the end cap of the cylinder that is facing the cube and delete that face. You should now have to shapes with holes in them that are facing each other. 8. At this point, there are multiple ways to actually join the objects. One way is to use the Bridge Tool. This tool will connect two groups of edges by creating faces between them. To use it, go to edge mode, and select the edges of the two holes, starting with the same corresponding edge on each hole. If you start at different places, your bridge will be twisted. 9. Then click on Mesh Tools > Bridge Tool. You should see new faces that connect the two shapes. Becfause we re merging a hole with 8 edges to another hole with 8 edges, the tool works well and gives a clean result. If your holes have different numbers of edges, it won t work (or won t work as cleanly). 10. You can adjust some of the bridge attributes in the polybridgeedge1 history node in the Channel Box. A bridge with 0 divisions looks like this: 11. Another way to sew the geometry together is to merge the vertices. Undo to a state before the Bridge Tool was applied.

7 12. Go to Mesh Tools > Merge Vertex Tool. Now click and drag from one of the vertices on the cylinder to a corresponding vertex on the cube. You should see red line appear between the vertices. When you release the left mouse button, the cylinder vertex will move to and merge with the cube vertex. If you drag from the cube vertex to the cylinder vertex, the cube vertex will move to and merge with the cylinder vertex.. Note that this will produce a clean mesh because we have 8 vertices on each shape to merge together. 13. You can also use the Merge Edge Tool, but the interface is a little bit annoying it asks you to select border edges, but doesn t highlight the edges for you.

8 Filling Holes: Fill Hole, Append Sometimes you ll want to fill a hole in a piece of geometry without merging it with another piece. To do that, you can use the Fill Holes or Append tools. Fill Hole 1. Delete any face on your mallet. 2. In Object Mode, select the mallet. 3. Go to Mesh > Fill Hole. You should see a face fill the hole that you created. 4. NOTE: this is a Let the software figure out feature. Your mileage may vary that is, it will work better sometimes than others depending on the complexity of your mesh. Append 1. Delete any face on your mallet. 2. In Object Mode, select the mallet. 3. Go to Mesh Tools > Append to Poly Tool. 4. You should see the edges of the hole you created highlighted slightly brighter. Left click an edge of the hole. 5. Purple arrows will appear, showing you what Maya thinks are the edges of the hole you wish to fill. If they are correct, follow them by clicking on the edges.

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