- ALIGNED IMAGE PLANES
- ALPHA ONION SKINS
- MAYA CARD TRICKS
- MAPPING VERSUS MODELING
- INSERT HERE WHILE DRAWING CURVES
- EXPLICIT, R-RATED NURB TESSELLATION
- TESSELLATION VERSUS CVs
- LINEAR VERSUS CUBIC HEROICS
- CONSTRAIN THOSE UNRULY CURVES
- THE REVOLUTIONS WILL NOT BE TELEVISED
- BI-RAILING THE MISSING GLASS SLIPPER
- SLIPPER REBUILDING
- SHADY, UNDESIRABLE ELEMENTS IN MAYA
- RANDOMIZE THOSE CVs
- JUNKYARD DUMPING SIMULATION
- USE OF PHOTOSHOP AS A MODELING TOOL
- AUTOTRACING FOR FUN AND PROFIT
- PHOTOSHOP PATHS TO MAYA CURVES
- WRESTLING WITH DISPLACEMENT
- ANIMATE YOUR MODELING
- SET SUBTLETIES
- TRANSFORM TOOLS SHORTCUT
- INTERROGATING POINTS AS TO WHERE THEY LIVE
- FACE PROPOGATION VIA SHELL IN POLY SELECTION CONSTRAINTS
THE REVOLUTIONS WILL NOT BE TELEVISED
In our quest to eliminate unnecessary CVs, another very useful technique is reducing the number of sections in a revolve creation. You will notice that as the revolve sections are reduced, the circular profile becomes more oblong and distorted. For entertainment applications, accuracy is not a great factor, so this can be reduced from the default of 8 down to 4, 5, or 6. Also note that the distortion created will only be noticeable at the end profile, so for piping or tubing, it will appear indistinguishable from a higher section element. Again, this will vastly reduce CV count if the model has a fair number of revolves, such as a grimy boiler room containing huge amounts of pipework. Also, it helps to reduce midsection CVs on straight runs by lofting between two circles using the Degree 1 Linear option with 4, 5, or 6 CV circles (not the default 8).