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 Splitting a surface in polygon proxy mode

Lesson 1: Modeling a subdivision surface

Deleting polygon faces
                
               
             
             
            
            Extruding polygon faces
          
       
       
       
       
      Next, you’ll extrude
         faces to create fingers for the hand. 
      
      To extrude the polygon faces to create
         fingers
      
      
         - In
            a perspective view, right-click LeftHand and select Face from
            the marking menu.
            
This lets you select
               faces. 
            
          
         - Select the right-most face by dragging
            a selection box around the tiny box at its center. (The subsequent
            illustration shows which face to select.)
         
 
         - Select 
                     Edit Mesh > Extrude. 
         
 
         - Drag
            the blue arrow manipulator outward a little to create the first
            segment of the smallest finger.
            
The blue arrow turns
               yellow when selected.
            
          
         - Repeat the prior two steps to create
            the middle segment of the smallest finger.
         
 
         - Repeat the prior two steps once again
            to create the top segment and complete the finger. 
            
By creating three segments
               for a finger, you mimic a real finger’s natural structure. The borders
               between the segments have vertices (not displayed currently) that
               let you reshape those regions, for instance, to create knuckles.
            
          
         - Similarly, extrude the ring, middle,
            and index fingers from the appropriate wide faces. Don’t extrude
            the three small faces that lie between the wide spaces. Leave them
            in position to allow for webbing between the fingers.
            
NoteDo not be concerned
                  if the hand you create does not match the lesson’s illustrations.
                  Your goal in this lesson is to learn the workflow of subdivision
                  surfaces, not to perfect your modeling technique.
               
             
          
      
      Next, you extrude a thumb
         using similar techniques as you used for the fingers. The following
         steps are abbreviated. See the preceding pages for details on the
         described tools, if necessary.
      
      To split and extrude a face for the thumb
      
      
         - Select LeftHand.
            
Make sure it is highlighted
               in green in the scene view. If it is not green, select LeftHand
               in the Outliner.
            
          
         - Use 
                     Edit Mesh > Split Polygon Tool to
            split the side face in the thumb region into three faces.
            
While splitting, make
               sure the middle face is larger than the outer faces as shown below.
            
          
         - Extrude the middle face and drag it directly
            outward.
         
 
         - Click the surrounding blue circle and
            use the rotate manipulator to aim it in a direction appropriate
            for a thumb.
         
 
         - Extrude
            three times more to create each segment of the thumb. Use the extrusion
            manipulator to rotate, move, and scale each extrusion to create the
            desired shape of a thumb. Use the following figure as a guideline. Again,
            it’s unnecessary to match the illustration or create a realistic
            thumb for this lesson.
            
The extrusion manipulator
               is easy to figure out by clicking and dragging its various elements.
               If necessary, you can also use the conventional Move, Scale, and
               Rotate Tools to reshape the faces that control the thumb’s shape. 
            
          
         - fIn the scene view, right-click
            LeftHand and select Vertex from the marking menu. The purple vertices
            at the corners of the faces control the adjacent region of the hand. 
         
 
         - Make
            coarse adjustments to various parts of the hand by repositioning
            the vertices with the Move, Scale, and Rotate Tools.
            
The Move
                  Tool works on individual vertices or groups of vertices.
               Rotate and Scale works on two or more vertices. Undo any changes
               you don’t like using Ctrl-Z (Windows and Linux) or Control-z (Mac
               OS X).
            
            Try to create the approximate
               thickness, length, and curvature of a cartoon character’s hand and
               fingers. There’s no need for perfection. You’ll refine the fingers
               later.