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 6: Bridge, Extrude and Multiple Edge Loops

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Lecture Details

During box modeling we can make use of the various tools within Maya to get the object shaped exactly how we want it. As in the previous video we will continue to explore the use of extrude as well as creating edge loops. We will use Multiple Edge Loops to create uniform edges within a face so that we can have a symmetrical design as we move forward. With Multiple Edge Loops we will be able to evenly divide a single face into multiple faces with each of them evenly spaced. We will also make use the bridge tool to fill empty areas of our model with new faces based on existing edges. The bridge tool is very easy to use as it only requires you to select two edges and click bridge. Upon clicking bridge a new face will be created between the two edges.

While modeling it will also be necessary to redefine the edges and vertices. Often it is necessary and beneficial to remove faces and edges from the model. By selecting one edge and holding down the shift key plus double clicking on an adjacent edge we can select edges clear around a model. In order to ensure that when we delete the edge we do not leave unnecessary vertices behind we can then use the ctrl key plus the delete key. This will delete both the edges and the vertices that were connecting them together. We will also be reshaping our model through selecting the vertices component along with the move and scale tools.


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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.