Since MSU switched to Maya in the fall of 2009, these pages have not been updated
and Wobbe F. Koning moved on to Monmouth University in the Fall of 2014
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Tips on building, refining and cleaning up your model

Dragging points on a subdivided model  | Mirroring  | Adding points  | Triangulating your object  | Flipping Polys

Dragging points on a subdivided model

Dragging point around can be an effective tool to refine your model. However, drag does not work well on Catmull-Clark subdivided models (there you need to select the points on the control hull in stead of the points displaced by subdivision). Switch to standard subdivision for dragging (you can switch back later)

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Mirroring

When you build half the object and want to mirror it, you need to be sure that the open half of the object is exactly on the right axis, usually the X axis (the axis used for symmetry operations). Here's how you can make sure all your points are neatly on that axis:

Once you have mirrored your object, turn on Symmetry (Bottom of the screen, next to the Point / Edge / Polygon selection) before moving points. Shortcut Shift+Y

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Adding points

You can simply subdivide polygons, but the downside is that all adjacent polys that had four edges, now are five edged polys. Polygons with five or more sides (therefore also five or more points) cannot be subdivided unless you are using Catmull-Clarke subdivision mode.

You can use the knife tool. But once you have mirrored your object you want to create extra geometry identical on both sides to make sure symmetry is conserved so you can keep using the afore mentioned Symmetry modeling mode. Here is a way to add detail that is controlled and easy to handle:

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Triangulating your object

You can convert all the polygons in your object to triangles, which are easier to manage and more predictable in rendering (even more so in animation)

For models which are going to be subdivided, there is a good argument to be made that all polygons should be quads (four point polygons), because subdivision algorithems tend to work smoother on them. Having triangles such a model may lead to "pinching": harsh points on the otherwise smooth surface.
Unfoprtunately, there is no function to "quad" you model since this is much harder to do than triangulation
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Flipping Polys

When it is hard to see, a trick to find which polygons need to be flipped:

Non planar polygons may appear to flip out and of themselves. The calcualtion of the normal on such polygons can cause this, whereas with planar polygons (like triangles, which are always planar) this cannot occur. If you plan on subdividing your model, you do not need to worry too much about these flipped-normal non-planar polygons
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