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Best way to clean model from extra edges and polygons?

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Message 1 of 3
one2gov
8200 Views, 2 Replies

Best way to clean model from extra edges and polygons?

After using automapping i got this problems.

 

 

So i decided to clean up my object.

 

I am deleting extra edges and faces. I can't use bridge or vertex edges for this wall because it's just creating more edges and as far as i understand i need clean object.

I actually thought that there is option that will delete all edges except borders. Clean up function just messing everything.

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Message 2 of 3
one2gov
in reply to: one2gov

It's an combination of Bridge and Delete Edge/Vertex. Maybe Extrude.

 

In the link: http://imgur.com/c8S5FiN,umys3tq,BvxJTPg,ChgGI6m,fx5gyKy,LJeiklD,9qtPsqe,qgUOj15,qWRRAst#0

1. select extra faces

2. delete them and select extra borders

3. delete them with Delete Edge/Vertex, select borders

4. Bridge them, select new face

5. Extrude it

6. Delete "new face"

7. Bridge borders 

8. Bridge borders again

9. Delete unnecessary edges with Ctrl+Remove

 

Another solution: http://imgur.com/8PokVMc,NChBzKV,3HVbknz#0

1. Select extreme verges and Bridge them

2. Select extra faces

3. Delete them

Message 3 of 3
damaggio
in reply to: one2gov

The model was fine for a quick Automatic UV mapping as you had it, it looks very light so you probably don't need to reduce further... You could try the quadrangulate option under Mesh to get rid of the triangles automaticaly.

Make sure the vertices are merged together,  freeze transform on the house and then do the Automatic  mapping.

Reset the options on the Automatic options window...that should give you a very good UV layout to start from.

After that ,start sewing the edges together so that the brick texture is well aligned with the adjacent walls and is rotated in the right direction.

Keep all UV shells the same size ...overlapping is okay here.

House topology could have been better and simpler but is fine for now.

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