Polygonal Modeling
February 7, 2003
By Brian J. Immel
Modeling for SudD Conversion: Poly-Proxies

1. With the Poly Count display turned on, check the number in the first column on the left in the Edges row. The number in the first column is the total count for the scene. The middle number is the poly count (edge) for the selected object.
- Create a new file.
- Create a poly cube.
- Go to Display > Heads Up Display > Poly Count.
- Select the poly object.
- The number listed in the middle column under Edges will be the number you need to convert that object.
- Next go to Modify > Convert Poly to SubD option box.
- Where it says Maximum base Mesh Faces, use the number listed in the poly count display. At this point, you’ll need to do a few conversions tests between getting the poly model to look ‘rougher’ and making the subD model looking smoother. Convert the poly model, examine it, undo, remodel and repeat. Once the subD model looks good, undo it and continue onto the rigging and animation. When you’re ready for rendering time complete the following steps.
- When you get ready to render, in Convert Poly to Subdiv option box, there are two things you need to check off before rendering in this order: Keep Original, then Proxy Object. This will create a dynamic link from the poly object to a subD object. The poly object will turn into a wireframe but it will still render. You'll need to either hide the poly object or put it in a new separate layer and hide the layer.
2. If you do not have an high enough value for the base meshes, you’ll get an error message: “Error: line 2: polyToSubdiv1 (Poly To Subdiv Node): Cannot create subdivision surface as the resulting surface would have more base mesh faces (6) than the maximum allowed (4). // To increase maximum allowed, change Maximum Base Mesh Faces in Convert to Subdiv Options. /
3. If you have more base meshes than your edge count of the object, then you'll get unpredictable vertex insertion and the character won't deform as well as the original poly object does.


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