Over the last couple of years UV layout in Maya has changed for the better. In this course we're going to be taking a look at some of those changes as we UV map an entire character
What you want is a Dodecahedron. You can create it by going to Create>Polygon Primitives>Platonic Solids>Option Box. Set the platonic type to Dodecahedron, and click create.
NextDesign has the best solution. Create a platonic solid dodecahedron and then do a poly bevel with a small offset and 2 segments. You can then render both unsmoothed and smoothed.
"If I have seen further it is by standing on the shoulders of giants." Sir Isaac Newton, 1675
It will be all quads Dave. If you bevel with two segments it would be like manually putting a support edge on either side of the original edges with a little smoothing to boot.
The nice thing here is you don't really need to smooth afterwards and you get a very nice edges. But if you have to smooth it will work out as well and if you subd the 5-sided ngons of the main faces will be transformed into all quads.
Here is a quick video to demonstrate and you can see the corners are nicely quadrangulated....
PS - I did notice the main faces are indeed dreaded ngons (5 sides) but if you convert to subd the catmull-clark algorithm will convert them all to quads.
"If I have seen further it is by standing on the shoulders of giants." Sir Isaac Newton, 1675
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