Subdiv primitives come in the six basic primitive shapes: sphere, cube, cylinder, cone, plane, and torus (Figure 3.49). Like polygon primitives, you can use these six basic shapes as a starting point for more detailed subdiv models. And like NURBS primitives, it's very easy to adjust the overall shape of a subdiv primitive. Figure 3.49. The six subdiv primitives (clockwise from top left): sphere, cube, cylinder, torus, plane, and cone.However, unlike NURBS and polygon primitives, subdiv primitives have no attributes to adjust. To learn how to adjust the smoothness and level of detail of subdiv surfaces, see Chapter 9. Creating subdiv primitivesSubdiv primitives are found in the Create menu within the Subdiv Primitives submenu. You can also access this menu via the Hotbox, as described in this section. Alternately, you can quickly create any of the six subdiv primitives by clicking their icons in the Subdivs Shelf. When you create a subdiv primitive, Maya places the center point of the object at the origin of the scene, just as it does when you create a NURBS or polygon primitive. To create a subdiv primitive using the main menu:
To create a subdiv primitive using the Hotbox:
To create a subdiv primitive using the Shelf:
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