Complex UV Layout in Maya
Over the last couple of years UV layout in Maya has changed for the better. In this course we're going to be taking a look at some of those changes as we UV map an entire character
# 1 29-07-2007 , 12:35 PM
laranis29's Avatar
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Join Date: Jul 2007
Posts: 6

Mirror Geometry

Hello everyone, I am new to the forum but am moderately experienced with Maya.

I am running Maya 8.0 and I am having a bit of a problem.

I am currently working on a class project for my school. It's basically just create your own character and render a short animation of him. Well i have him pretty much modeled out but since i model half of him, I need to duplicate the other half over on the other side.

My problem with this is that whenever i try to combine both sides to make a whole, I end up not being able to convert into subdivision. Usually when that happens, there should be a hole somewhere but there isn't.

I have tried many things to try and make the character one whole piece but haven't done it successfully.

I have Duplicated it over and then used the Combine feature, then i manually merge the vertices in the center of both objects. I have tried Mirror Geometry using both of the merge vertices and combine edge options. Mirror geometry gives me horrible results, it merges what i dont want merged and even still i cant convert to Subdivision.

Im sorry for the long post but i was hoping to explain in detail my problem.. If anyone could give me some words of wisdom i would be very grateful. Thank you for your time in reading this.

# 2 29-07-2007 , 09:23 PM
mastone's Avatar
Maniacal boy king of Babylon
Join Date: Aug 2005
Location: the netherlands
Posts: 1,605
Maybe you have non-manifold geometry, are the normals all pointing the same way?.
In the convert settings there is a setting that's called maximum base mesh faces, it's stands on 1000 faces as a default. Look at the polygoncount of your model and adjust the number in the convertoptionbox to that and add 500 poly's to be on the save side.
To find the polycountdisplay, goto display, heads up display==> polycount.
select the combined model and look at the number of the faces

If this doesn't work post a snapshot of your workspace so we can possibly see what's wrong

Good luck
user added image

# 3 30-07-2007 , 03:49 AM
laranis29's Avatar
Registered User
Join Date: Jul 2007
Posts: 6
That did the trick, Thank you so much!!!

Now i can continue on and rig him and animate him. I have 3 weeks left and this is just what i needed to continue!!

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