- 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
FACE PROPOGATION VIA SHELL IN POLY SELECTION CONSTRAINTS
I had to use one tip title that sounded pretty technical, so here you are. This is actually a straightforward but powerful trick that can save a lot of hair roots. Pick a poly object, go into Face Component mode, and pick a face. If you now need to pick all connected faces, this can be a chore because of model complexity and/or overlapping UVs. The hot ticket here is to propagate face, vertex, or UV selection using Edit Polygons, Selection, Selection Constraints. When open, choose Shell Propagation and then select Close and Remember. Now pick a face, vertex, or UV, and every one related to that one will be picked automatically. This also comes in handy when trying to separate and manipulate groups of related UVs in the UV Texture Editor.