Maya 4.5 Fundamentals
Now that you've modeled with polygons and produced a hard-edged architectural model, it's time to move on to a curvy complex surface a human head. Organic shapes are often more challenging to create in 3D because they have no orthogonal lines and are hard to visualize as you build them. Luckily, the shaded Perspective view is helpful in building a model, and you can use a technique in which you control a subdivided smoothed surface with a simpler control cage, which makes modeling these surfaces easier to understand. Where you need more detail, you add more lines. Where parallel edges are closer together, you get more of a crease. Modeling with the cage/smooth approach can be done with polygons. The Smooth Proxy option is expressly for this purpose. Maya's Subdivision Surfaces modeling also uses this technique, but in a more specific manner, working a bit like a hybrid of NURBS and polygons. In this head-modeling tutorial, you'll use a polygonal approach to build the basic model. Then, you'll switch to Subdivision Surfaces to refine the model. For this chapter, the head is built as polygons, so it uses the techniques you learned in Chapter 5, "Modeling with Polygons." Modeling a human head is a challenge, and it's an ambitious project for a new Maya user. So, if your first head comes out a bit on the mutant side, start the chapter over and try it again. This skill is somewhat like sculpting, and you'll definitely improve your techniques with practice. Here are some of the concepts and techniques covered in this chapter:
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