Chapter 3A Modeling Primer

Subdivisions

Refer to Chapter_3 on the companion CD.

In Chapter 2 I mentioned my preference for modeling completely with quadrangles, so let’s review a little here. Modeling completely with quads has many benefits that may not be apparent at first. Let’s go through a few modeling exercises to get your mouse hand all loosened up, and I’ll show you what I mean.

First off, we are going to be building a human, so at some point we will be adding additional geometry to help give the model’s surface a smooth quality. This is done in Maya by applying the Mesh | Smooth [v7: Polygons | Smooth] command with our object selected. We’ll refer to this as a smooth node. Sure, this is obvious to some of you, but hey, this is for the newbies, ...

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