Maya 2015


Updated On 02 Feb, 19


Course Introduction and User Interface - Working with the Viewport - Understanding Primitives - Working with Projects - Extrude and Edge Loop Tools - Bridge, Extrude and Multiple Edge Loops - Manual Boolean Operation - Mirroring and Symmetry - Edge Normals - Understanding UV Maps - Automatic Mapping - Projection Mapping and Unfold - UV Sew and UV Layout - UV Map Arrangement - Delete History and Layer Editor - Edge to Curve and NURBS to Poly - Duplicate Special - Create and Assign Materials - Material Color and Specularity - Applying Substances - Creating the UV Snapshot - UV Snapshot Setup in Photoshop - Creating the Rope Texture - Texture Based Normal Map - Assign the Normal Map - Setup for Projection - High Poly to Low Poly Projection - Finishing Up the Textures - Applying Materials to Game Objects - Unreal Engine 4 Grid Settings - Image Planes - Basic NURBS Shaping - Basic NURBS Shaping Continued - Basic NURBS Shaping Final - Live Surface Preparation - Modeling Toolkit Quad Draw - Continued Work with Quad Draw - Edge Spiders - Component Editor - Smooth Preview - Model Cleanup - Custom Viewport Layouts - MEL Script Basics - MEL Echo All Commands


Lecture 38: Edge Spiders

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Lecture Details

When building your topology you may often times require what are known as Edge Spiders. Anytime a point has more than four edges connecting to it, it is considered an edge spider. These Edge Spiders are essential to modeling and there is nothing wrong with creating them but the placement of them can be a problem. Edge Spiders are best not placed in locations where a model will be folding or creasing during animation. Since multiple faces are all going to be controlled by that single point, placing an Edge Spider for instance directly under the arm where it will crease, could cause weird deformations or shadowing during animation.

There is no exact science to developing the torso for a body object. This is where a Modeler’s style and experience will come into play. There can be any number of different ways for building the character’s torso and many factors come into play. Factor’s such as polygon count and the body shape will always have to be taken into account. It is often an excellent idea to explore the work of other Modelers and contemplate the reasoning behind the topology they have chosen to use. While the arms and legs can be rather easy to build, the torso is a bit more challenging since you will be connecting other parts to it. Take your time and explore different options while building your character models. Don’t forget though that when developing a model, simplicity is pure gold and the lower your polygon count is the easier it will be to form.


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Excellent course helped me understand topic that i couldn't while attendinfg my college.

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Great course. Thank you very much.