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Unformatted text preview: Polygon Modeling Overview What are polygons? Advantages and disadvantages Good vs. bad geometry Ngons Npoles Nonselfintersecting Convex Polygons Nonlamina Polygon Surfaces Polygons are shapes with three or more sides. Interconnecting these shapes by sharing edges creates a polygon surface. Polygon surfaces are the most commonly used method of defining 3D objects. Used almost exclusively in the videogame industry Polygon advantages Connectable poles 100% editable control of the surface Robust modeling tools Editable UVs Ease of rigging Can be rendered with most video cards Many robust methods of export Polygon Disadvantages Disallows curvature of edges Geometric complexity of calculation for smoothness What makes a good polygon mesh vs. a bad one? Good Geometry Bad Geometry All polygons in the mesh are made up of 4 sides in total. Triangles and Ngons, or polygons in the mesh that are made up of 5 or more sides in total. All vertices in the mesh mark the intersection of at least three and no more than five edges. Floating vertexes, where only two edges intersect, and Npoles, where six or more edges intersect. No edges on the mesh intersect a face. Edges on the mesh intersect faces. Convex Polygons, where every internal angle is less than 180 degrees. Concave or reentrant polygons, where at least one internal angle is greater than 180 degrees No two polygons share all of their edges Lamina faces, or two polygons that share all of their edges Manifold, solid continuous mesh. Mesh with holes or border edges. Meshes singularities, or two distinct sections of mesh connected by a single vertex Modeling Workflow Begin by starting a new Project. This allows Maya to not only locate the assets youre using, but also allows Maya to write out the assets you create Step 1: Reference Setup ALWAYS work within a project Every time you begin work in Maya, either create a new project, or if you already have one youre working on, set the project to that folder. 1. Add the reference image to the source images folder inside your project 2. Create a polygon plane of equal proportions, and assign a new lambert shader, using the reference image file as the color attribute Your references should be set up in the front and side viewports only, as seen below. Step 2: Building and instance 1. Create a polygon cube, with one subdivision in height and depth, and two subdivisions in width. 2. Delete all of the faces to one side of the YZ plane The new instanced side of the geometry should now mirror all transformations from the original Step 3: Begin Modeling I start by moving the four vertices and approximating the shape of the object desired. Then I add three loops horizontally....
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 Fall '08
 Mohler,J

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