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Autodesk Maya 2013 Essentials by Paul Naas

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Chapter 5

Modeling with Polygons, Part 3

Now that your character model is in pretty good shape and has facial geometry that will deform well, it’s time for the last few steps that will prepare the character for rigging and animation. You’ll add some geometry to ensure that your character deforms well once the skeleton is added, mirror the existing geometry to complete the character, and delete the modeling history.

  • Refining and cleaning up
  • Mirroring your model
  • Deleting history

Refining and Cleaning Up

There are some final steps to take in order to finish your character and get it set for rigging. These procedures will make sure your character moves as well as possible, eliminate any extraneous geometry, position him well for rigging and, of ...

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