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3D Model Components — Vertices, Edges, Polygons & More

3D Model Components u2014 Vertices, Edges, Polygons & More<br>

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3D Model Components — Vertices, Edges, Polygons & More

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  1. 3D Model Components — Vertices, Edges, Polygons & More

  2. Introduction - 3D modeling - vertices, edges, and faces are the basic components of polygons. When you model with polygons you usually use three-sided polygons called triangles or four-sided polygons called quadrilaterals . Maya also supports the creation of polygons with more than four sides but they are not as commonly used for modeling.

  3. Edges - Normals are imaginary lines perpendicular to each point on a curve or surface (NURBs), or to the surface of a polygon (Polygon) In Maya, normals are used to determine the orientation of a polygon face (face normals), or how the edges of faces will visually appear in relation to each other when shaded (vertex normals).

  4. Face normal -

  5. Vertex normals - You can modify the shading of individual polygons by manually editing the vertex normals associated with the polygon mesh. Since they are always perpendicular to the curve or surface, the way normal lines point toward or away from each other can reveal subtle curvature.

  6. Creating polygons - 1. Using primitives (Create / Polygon Primitives) 2. Creating Polygon from scratch (Mesh Tools / Create Polygon Tool)

  7. 1. Using primitives -

  8. Smoothing polygons - 2. Creating Polygon from scratch -

  9. 3D coordinate system - The 3D world in computer graphics applications is visualized using a Cartesian coordinate system.

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