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 07-02-2012 , 06:50 PM
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nurbs to poly workflow?

hi all

I am doing some nurbs modeling because I want to cut some precise shapes out of some double-curved surfaces

I am wondering how to get back into poly and use the sweet smoothing options on that side, rather than try to figure out fillets and such on the nurbs side

but when converting to poly, I get a less-than-ideal topology for adding loops, extruding, and smoothing--and when I do smooth, I get little artifacts here and there, from the above mentioned topology issue

anyone have any advice on improving this workflow? or perhaps, another workflow altogether? (sub-d surfaces?)

thanks very much!

LML

# 2 07-02-2012 , 07:44 PM
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You are never really going to get ideal results cutting holes (trimming) and then trying to convert back to poly's.

The best workflow would be to use the advantages you get from the nurbs to create the object including the holes and then retopologize by drawing polygons with the correct topology using the nurbs surfaces as a guide (you can make them live).

You can also make them very dense, then convert them to polygons, then export them to a retopo package to do the retopology.


"If I have seen further it is by standing on the shoulders of giants." Sir Isaac Newton, 1675
# 3 08-02-2012 , 02:04 PM
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did you try different configurations into the nurbs to poly convert node, like activating advanced tesselation?

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