One way I like to build a mouth is to use Offsett Edges. With a model like so, select a couple edges at the centre of the mouth...
Posted: September 15, 2006
Category: Modeling
Comments: 2
Similar to using offset edges to do something like a mouth and maintain quads, you can use extrude vertex and split for an eye. Here's the base mesh...
Posted: September 20, 2006
Category: Modeling
Comments: 0
Sometimes it seems like Unfold is one of those misunderstood or under-appreciated commands in Maya. Let's take a look at one approach for setting up the UVs on this head using Unfold. You'll see that I'm starting from scratch here...
Posted: October 06, 2006
Category: Modeling
Comments: 7
In my previous post with using Unfold, you may notice that the silhouette of the UV shell means there's a bunch of unused texture space. An easy way to fix that up is to use the Map UV Border command. Here's a refresher on where I left off...
Posted: October 10, 2006
Category: Modeling
Comments: 1
Before I get started, I'll attach the mesh that I'm using for all these UV posts...
Posted: October 20, 2006
Category: Modeling
Comments: 2
As I mentioned before, the way the UVs are cut makes a big difference for the unfold command. One approach to doing the initial mapping and cutting is to use Transfer Attributes. A default poly sphere with UVs set to sawtooth at poles has pretty nice UVs. Move the sphere around the…
Posted: October 24, 2006
Category: Modeling
Comments: 1
One nice modelling thing we've done for 8.5 is the new multi split option for Insert Edge Loop. Here are a couple samples on a sphere to give you an idea of the possibilities. In this first image, notice the Profile Curve to adjust the shape of the multi split.
Posted: February 08, 2007
Category: Modeling
Comments: 4



