Technical Notes Week #8 - Maya Modelling Notes
Technical Notes Week #8
Hold D while using move tools to move pivot point
Group or ungroup objects by selecting multiple objects in your scene and pressing Ctrl + G on your keyboard. You can also find this operation under Edit > Group or Ungroup.
Remember using layer groups can be helpful for organisation
If you accidentally double extrude something then if you try to extrude faces together they will be split and not together as intended
Under the ‘edit mesh’ menu you can merge vertices just like in Blender to fix overlap issues
Under ‘mesh’ there is a ‘fill hole’ option to fill in an edge ring with a polygon
Click ‘Q’ to escape from current tool and cancel it (very useful cause there are lots of STUPID tools which remain active forever in Maya, even when switching between objects)
W to select ‘move’ tool/gizmo
B enables/disables some soft selection/proportional editing stuff
Remember to use rule of 8 for connecting character head to body and such <- lowpoly subdivision workflow
Default behaviour of ‘insert edge loop” is stupid in Maya and not centred - tweak the settings from the drop down menu (make it ‘multiple edge loops’ and then set the default number to 1 to make it create edge loops in the centre)
When lining up vertices between both side and front orthographic views, remember there’s always a “free” 3rd axis in play if they don’t quite line up (a transform value you can edit without impacting the output on one of the orthographic views, so you can use that to help a bunch.
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