Complex UV Layout in Maya
Over the last couple of years UV layout in Maya has changed for the better. In this course we're going to be taking a look at some of those changes as we UV map an entire character
# 1 01-12-2003 , 03:54 AM
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subdiv > polygon - split polygon doesn't work?

hey all,
i made a subd model of a kitty, converted to polygons, deleted the poly (the big cage lookin thing) from the outliner and now am left with subdTess1 as my model. when i go to make finer adjustments to the model, using split polygon tool, it doesn't seem to work. in the command feedback box it comes up seeming like it split alright (says result: polySplit1 as usual) but the changes aren't there. no more faces, no more edges, just seems like it didn't work. just to see if i was crazy i decided to see if extrude edge/extrude face don't work either, thinking maybe you just are stuck with changes after you delete the poly and lave the subdTess model, but they do, so there must be something up with the split poly tool or something, has this happened to anyone else? anyone able to come up with a fix?

thanks


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# 2 01-12-2003 , 12:27 PM
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yeah but you cant use the split poly tool on a subdiv. At the moment you have a subdiv mesh not a poly. you really shouldnt have deleted the cage cause that's what you would have used the split poly tool on. Do you have an older saved file? either that or convert the subdivs to polys (but the mesh will be dene as hell)

sorry

ALan


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# 3 01-12-2003 , 03:06 PM
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Pure is right, the poly tools don't work on subd surfaces.
Sounds like you didn't convert to polys, just moved into the 'poly proxy' mode of the subd surface (which gives you a poly cage linked to the subd). You can convert to polys at level 0, that will remove any higher level edits from the subd surface, but will yield a clean lowpoly mesh. (edit -> convert -> subd to polys) The true poly mesh will be alot faster to edit than the poly proxy. You can then reconvert back to subd when you are done editing.


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# 4 01-12-2003 , 05:04 PM
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hm, i am confused. i started with a subd object to create the initial form of it, then i converted to poly using the modify > convert > subd to poly. settings in the option window are:

uniform tess method, level 0, div per face 1, show original object, uncheck keep subd normals and check share uv's.

basically i used the conversion method that kevin(?) used in the subd dog video in the free training section.

i understand that the cage part was my polys at first, and by deleting that i deleted the workable sections, but if i converted subd to poly, and it's treating this object as if it were a poly object (i can select edges, individual faces, vertices, etc on every face, rather than kinda 1 face per plane with the subd cage), why isn't it a poly object now?

if i try to convert subd > poly now, it tells me to select an object to be tesselated (object is selected though). i'm just kinda confused as to what the difference is between having a subd object and having a poly object that was converted, because it seems like it's all the same thing...and what's the point of modelling in subd if you can't convert to polys to make fine adjustments?



last question: if i used a bad method to convert subd to poly, is there a good way that i can use to convert subd to an editable poly mesh so i can continue working on it without having to start over? thanks to everyone


aim: rabidflamingo

Last edited by soulcialism; 01-12-2003 at 05:18 PM.
# 5 01-12-2003 , 06:36 PM
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couldn't you try the poly proxy mode in subD's menu ?

# 6 01-12-2003 , 08:18 PM
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if i do the poly proxy mode, it doesn't let you do fine tuning type stuff, like i want to make a face and paws and stuff, but in poly proxy mode you can't make edgeloops and stuff like that. was it just a bad idea to start out in subd and convert to try to finish in poly?


aim: rabidflamingo
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