This course contains a little bit of everything with modeling, UVing, texturing and dynamics in Maya, as well as compositing multilayered EXR's in Photoshop.
Well , I was modeling a human figure, using extrudes for arms and legs.
Now the problem is, that while modeling the hand, I turned the "Keep Faces Together" option off since I wanted the fingers to be separate.
Then I totally forgot about it (DUMB!) and I went on and built the legs.
Only when I tried to smooth the model later did I realise that the Keep Faces Together option was still off, and I should've turned it on before working on the legs.
Well, I went to the history and clicked onthe polyExtrude node and toggled the option off. BUT as shown in the example in the picture, all the transformations and tweaks done to the model went totally berserk.
SO, the question is, is there another way to keep these faces together without having to toggle that option?
To try to fix it manually, you'd need to delete all the faces that are inside there, than merge all the vertices of the faces that remain with a small distance, so only those that are near each other merge.
However, I can't say that I really like the method you are using for making a character. I think you'd have better results by making things fairly seperately and then merging them together.
In order to keep a clean flow of your geometry, if everything starts together, you'd have to work quite a bit to make sure everything was clean where the major pieces meet. You're going to have to do that, anyway, but I find it best to not have to worry about it all throughout the modeling process.
In any case, ifyou use a cube as your starting point, it's best to round it out some, unless of course, you're making a Lego man.
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