Complex UV Layout in Maya
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
# 1 20-03-2008 , 08:47 AM
Registered User
Join Date: Mar 2008
Posts: 26

Modelling help...

I have modeled half of a character. One side is exactly how I want it and the other side is a bit of a mess to be honest.

Can someone point me in the direction of a tut to show me how to slice off the bad side down the middle of the character and duplicate the good side to mirror on the other side?

I remember seeing this done before but not sure of the right terminology to source a decent tutorial via google. Any help on keywords to search for would be greatly appreciated...

# 2 20-03-2008 , 09:28 AM
effacer's Avatar
Registered User
Join Date: Jan 2007
Location: Kathmandu, Nepal
Posts: 108
from the front, cut the mesh in the desired (ie mid) point of the body using Cut Faces Tool with delete cut faces option enabled and u'll have the desired half 'good' side. now use the mirror geometry tool to mirror it in desired axis (usu. x-axis) and get the 'half good' character transformed to 'full good' character !

FYI, both tool is under polygon menu. if u still can't find it, have a look at the pic below.

Attached Thumbnails
# 3 20-03-2008 , 09:37 AM
RockyMills_01's Avatar
Subscriber
Join Date: Apr 2005
Location: St. Kitts, Caribbean
Posts: 235
Hi,

If your using polygons, you can simply delete the faces on the unwanted side.
I use two methods of mirroring geometry;
- In the polygons tab, choose mirror geometry [], then choose the mirror side, press ok. (this method fuses the halves together)
- In the edit tab, choose duplicate [], then put -1 in either the X,Y, or Z scale section.

I use maya 6, but I bet they haven't changed much in later versions.

Hope this helps.

# 4 20-03-2008 , 10:10 AM
Registered User
Join Date: Mar 2008
Posts: 26
Wow, I think these have been the best replies I have ever had on a forum!

Thank you RockyMills_01 and effacer for taking the time to give me such detailed replies. I really appreciate it and look forward to giving it a try.

Thanks again...

# 5 23-03-2008 , 03:36 AM
Registered User
Join Date: Mar 2008
Posts: 3
Another tip: before mirroring the model, be sure to align all the vertex which lie on the mirror plane, so you won't have holes and overlapping faces after the mirroring.
To do so, a quick way is selecting all the most left vertexes in the front view (if u are mirroring the right part of the model, otherwise u have to select the right vertexes of course), enabling the Snap to Grid, and, move them to the closest grid vertical line. This will align al of themm on the same vertical plane. Now, deactivate the snap to grid and bring them back to the original position, always keping them selected all together. Now you are ready for a perfect mirror user added image

What creature are u modelling? Show us the result when you are done!

Dave

# 6 23-03-2008 , 09:51 AM
publicFunction's Avatar
Senior Software Developer
Join Date: Jan 2005
Location: Livingston, Scotland
Posts: 1,701
For Heavens Sake do not use Mirror Geometry, it can bring you a whole new nightmare.

Delete the unwanted faces and duplicate, then combine the 2 pieces and merge the vertices. But ensure you are 199% sure you are done...


Chris (formerly R@nSiD)
Twitter
When the power of love overcomes the love of power the world will truely know peace - Jimmy Hendrix
Winner SM VFX Challenge 1
3rd Place SM SteamPunk Challenge (May 2007)
# 7 25-03-2008 , 09:30 PM
effacer's Avatar
Registered User
Join Date: Jan 2007
Location: Kathmandu, Nepal
Posts: 108

Originally posted by R@nSiD
For Heavens Sake do not use Mirror Geometry, it can bring you a whole new nightmare.


didn't get ya, mate...

# 8 26-03-2008 , 03:16 AM
publicFunction's Avatar
Senior Software Developer
Join Date: Jan 2005
Location: Livingston, Scotland
Posts: 1,701
Mirror Geometry can cause issues with your topology, as it can miss vertices, or weld vertices you dont want welded. Its just simpler to do it manually by duplication and merging, then you know its ok...


Chris (formerly R@nSiD)
Twitter
When the power of love overcomes the love of power the world will truely know peace - Jimmy Hendrix
Winner SM VFX Challenge 1
3rd Place SM SteamPunk Challenge (May 2007)
# 9 26-03-2008 , 10:30 PM
effacer's Avatar
Registered User
Join Date: Jan 2007
Location: Kathmandu, Nepal
Posts: 108
abt issues with topology, i'm not 100% sure. so i agree with u but i think i won't discard this method for the fear of unwanted vertices being welded coz mirroring option comes with either merging vertices or not. agn with topology, you can always del history n continue work, it is an issue... but any way i do agree with u R@nSiD coz before i knew mirroring, i followed the process u mentioned. still i do keep on switching the process - mirror or manual job - whichever makes sets my mood.

# 10 26-03-2008 , 10:54 PM
gster123's Avatar
Moderator
Join Date: May 2005
Location: Manchester Uk
Posts: 6,300
To be honest I dont think I've ever used mirror geo, I always do it manually, only takes a min and I know where I am with it.


"No pressure, no diamonds" Thomas Carlyle
Posting Rules Forum Rules
You may not post new threads | You may not post replies | You may not post attachments | You may not edit your posts | BB code is On | Smilies are On | [IMG] code is On | HTML code is Off

Similar Threads