Polygon models are the oldest form of 3D surface, and the
majority renderers (Maya's included) tessellate NURBS surfaces into polygons at
render time. For a short time, polygon models cut down out of favor with
character animators because of their flat, faceted environment, but with the advent
of SubDivision surfaces, polygonal modeling techniques are becoming extra well-liked.
Polygons are 3-, 4-, or n-sided shapes described by vertex
position data. Connected, they form polygonal objects that can be shaded,
textured, lit, and rendered. Polygonal modeling paradigms most personally
resemble conventional sculpture, with figures being roughed out in low polygon
mode and smoothed toward the completion of modeling. In Maya 3 and later, the
polygon manipulation tools and animation performance have better dramatically.
Texture mapping polygon characters requires that you make UV
maps and can rapidly become a tedious chore, but with ability, texture maps can
create an otherwise inappropriately low polygon model into a visually
interesting subject.
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