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In This Chapter

You'll continue creating the head you began in Chapter 6, “Polygon Character and Subdivision Surfaces Modeling.” The critical parts of setting up the face were done in Chapter 6, as you positioned the crucial vertices for the eye, nose, and mouth. Now, the work is more straightforward—connecting all the parts and fine-tuning the mesh for optimal layout, while making minor positional changes to the vertices to improve the likeness. However, one of the more complex shapes of the head—the ear—is modeled in this chapter. Luckily, it doesn't need to be as perfect as the facial features to get a likeness of the person you're modeling. Some of the Maya concepts covered in this chapter include the following:

  • Subdivision Surfaces Maya offers a special kind of geometry called Subdivision Surfaces, which are excellent for modeling and shaping smooth shapes.

  • Smooth Proxy A simpler way to model smooth organic shapes, Smooth Proxy mode has the advantage of being fast and responsive as you edit. In this chapter, you'll use it to help visualize the smoothed face as you work.

  • Instancing An object can be copied in a way that makes it reflect the source object, despite any move, rotate, or scale transform you apply. This is called an instance copy, and it is ideal when you want automatic symmetry, as in this human-head model.

  • Reference layers Sometimes, you want to see a layer but not have it interfere with your work. Setting a layer to Reference mode prevents objects on that layer from being selected as you work.


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