Worksheet 2 - Faces, Edges and Vertices

Before you start

All the machines in the lab have Maya installed, if you need Maya on your own machine follow this installation guide.

Maya Installaton Guide

It is essential that you have a mouse.

If you get stuck or have any questions please ask for help.

Create a new scene

Create a Cube

New cube options

Faces, Edges and Vertices

In the last worksheet we manipulating whole objects. However, each polygon is made of different components that we can manipulate individually to give us more control.

These are the Faces, Edges and Vertices.

Modeling toolkit

modeling toolkit

Faces

select faces button

move, scale and rotate button

Vertices

Now try to do the same thing with the vertices.

Edges

Lastly, switch to edge selection.

Whole object

You can go back to selecting the whole object by clicking on the left button.

polygon button

Alternative

Another way to access the vertices, edges and faces is to hold down the Right mouse button over the object and then let go over the option you want.

Box modeling

For the rest of this worksheet we will create a very simple character using the box modeling technique, starting with a simple shape we will extrude out details.

This technique has many benefits over just combining primitive objects as we did in the last worksheet. With practice it is fast and allows you to create complex, clean models.

We will create one side of a character, and then mirror it.

Create a cube

It will create a cube with the same parameters as the one you created earlier.

create new cube

Extrude a leg

face mode button

middle face on bottom of cube

smart extrude button

WARNING!: Even though you can't see it your face will have extruded with a depth of 0 as soon as you press this button, if you change your mind, undo to remove this hidden extrusion.

smart extrude in action

complete leg

Add a foot

Next we are going to add some more edges so that we can create a foot.

Multi-cut

multi-cut button

You can use this tool to add individual edges, but we are going to add a complete edge loop.

move mouse over model

We can now extrude the foot from the leg.

face selection mode button

finished foot

Arm

extruded arm

Views

We are currently looking through the perspective camera which gives us a 3D view of the character, but we can also use the orthographic views to make selecting multiple components easier.

4 panel layout button

4 panel layout

Move vertices

We can now manipulate some of the vertices and edges to improve the shape.

select front vertices

perspective view button

More improvements

We can manipulate the shape further by moving some of the edges.

edge select button

top edge of foot

We can clearly spend a lot of time adding more edges and manipulating them to get an increasingly complex shape but for this tutorial we will stop here.

Mirroring

Now that we have finished one half of our character we will mirror it.

First we are going to delete half our model.

face select mode button

draw rectangle

You should now have half a character

Note the small indicator in the bottom left of the panel. In the next step we will mirror in the x direction.

perspective view button

object selection button

half a character

mirror options

We created our character in the centre of the grid at the origin so we can use the World mirror axis position.

Earlier, the corner indicator showed that I needed to mirror in the x direction.

We want to combine the mirrored object with the original so we finish with one combined shape.

mirror options

You should now have a complete character body.

Trouble shooting

If your mirroring has not worked, press undo and try to mirror again.

Make a head

Next we want to add a head.

We could extrude the neck and head out from the torso just as we did the legs and arms, but, we want to add a circular head that we can move separately from the body.

create cylinder button

cylinder properties

head onto of character

Soften edges

Edges in Maya can be soft or hard. Soft edges are good for rounded shapes, and hard edges are good for sharp corners.

Most polygons will have a combination of the two.

The head of our character has some hard edges we do not want.

hard edged head

We want to soften all the edges on the head so first select the entire head. You can select individual edges if you need to.

head with facets

Then go to Mesh Display > Soften Edge

soften edges

Your head should now look like this.

soft head

Delete edges

Deleting unneeded faces and edges is the easiest way to reduce you triangle count.

If you select the head you can see it has 240 triangles.

Our head currently has more triangles than it needs.

we cannot delete the edges on the top as this will effect the overall shape, but we can delete some of the edges from the middle.

select edge loops

correct way to delete edge loops

IMPORTANT - If you only press delete or backspace Maya will leave behind the vertices, which wont reduce your triangle count.

wrong way to delete edge loops

The head should now have 192 triangles.

Delete unwanted faces

Another way to reduce you triangle count is to delete hidden faces.

I would recomend you do not do this until the very end. but we can do it on our character now.

faces selected on bottom of head

Without effecting how the head looks we have substantially reduced the number of triangles.

Challenge - finish the character

To get more practice, try to add some more detail to the character.

character compleated with more detail

Tips

extruding on a surface