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 41: Model Cleanup

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Lecture Details

After having finished shaping a model it is often necessary to do a little cleanup in order to remove unnecessary geometry. This is especially common after having applied a smooth operation onto your models. The reason for performing a cleanup on your model is to simply decrease the overall face count the model will require to render. Models with lower face counts require less computer power to render within a game environment. Fewer faces also mean there are fewer points for the computer to process and as a result the games resources can be used elsewhere.

There are a few things that you have to be weary of when doing a cleanup on your model. The first thing is that you need to ensure the edges that you are removing do not have too much of an effect on the shape itself. Minor changes to the shape of the model are fine. As you become more familiar with the capabilities of normal maps you will also be more aware of what you can do with them to make up for the minor changes. Another important factor to be weary of is edge spiders. Deleting an edge loop that connects to an edge spider will cause an N-Gon to be created. N-Gons are typically bad news as they are not accepted by high poly sculpting programs and many game engines. Yet another thing to be weary of is any edges that are necessary for the deformation of the model during animation. Be sure not to remove any edges that you purposely added for the deformation of the model.


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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.