Maya Training

Introduction to Hard Surface Modeling

Maya Training

Interiors and Furniture Vol 1 & 2 - Modeling & Cloth

Maya Training

Shading, Lighting and Rendering the Bedroom in MR

Maya Training

Robot volume one - Modeling with animation in mind

Maya Training

Spach-Alspaugh House the complete courseware

Maya Training

Burt The Cartoon Dinosaur Vol 01 - Modeling

New Maya Training

Robot Volume 02 - Hybrid Rigging
You are here > Home > SimplyMaya Community Forums
Loading

Welcome to Simply Maya

Please Sign in or Sign up for an account

Member Login

Lost your password?

Not a member yet? Sign Up!

Old 21-03-2005, 07:30 AM   #1
bubbleme80
Registered User
 
bubbleme80's Avatar
 
Join Date: Mar 2005
Posts: 126
Thanks: 0
Thanked 0 Times in 0 Posts
Default Texturing question.

Hello,

I'm trying to put texture onto the head.

So I just unwrapped it using "cylinder unwrap thingie", then i took snapshot, then messed it in Photoshop, then changed Alpha Channel so.. the face part in alpha-channel is white, and the others were black...

Then i made Lambert, from "file thingie", then middle mouse dragged to the head. Then pressed "6" to see it.



I'm not even sure if my steps were correct, because i could not find any tutorials going step by step.

Somhow the head is see-through... and i can't get it to be opaque. I messed w/ every sliding bar but, it does not change it.

Is it a step i've not done correctly?

Thank you very much.
bubbleme80 is offline   Reply With Quote
Old 21-03-2005, 09:28 AM   #2
lisa_gonzalez
Subscriber
 
lisa_gonzalez's Avatar
 
Join Date: Jun 2004
Location: London, England
Posts: 301
Thanks: 0
Thanked 13 Times in 13 Posts
Default

It looks like maybe the normals on some of the faces are the wrong way. Just select the offending faces and go to edit polygons -> normals -> reverse

LisaG
__________________
When in doubt......smile!

http://www.x-menthelaststand.com/
lisa_gonzalez is offline   Reply With Quote
Old 21-03-2005, 01:35 PM   #3
mtmckinley
The Maya Mountain
 
mtmckinley's Avatar
 
Join Date: Aug 2002
Location: Seattle, WA
Posts: 8,245
Thanks: 1
Thanked 25 Times in 25 Posts
Default

does it render as see-through? Or is it just in your viewport?

If you don't want any transparancy, get rid of the alpha channel and save it as a 24 bit texture. If it still does it, I'd imagine it's a video card issue. Try reversing the normals. It may fix it, but be aware if your normals are backwards.
__________________
-Mike
www.mtmckinley.net
The Maya Toolbelt
mtmckinley is offline   Reply With Quote
Old 21-03-2005, 11:43 PM   #4
bubbleme80
Registered User
 
bubbleme80's Avatar
 
Join Date: Mar 2005
Posts: 126
Thanks: 0
Thanked 0 Times in 0 Posts
Default

thank you very much!

i checked normals, and they were all right.

and i tried deleting the alpha-channel and YaY! it worked. Thanks guys!!!

i just had some unanswered questions, very simple ones..

1) why do we always try to not have triangle/five sided polygons? and only want quads? Does it mess up when animating?

2) the trim tool for NURBS, if i change to Poly, it is still there. Is the Trim Tool, unused when trying to make something into Poly?

Thank you guys. This forum has been the best forum i've joined.
bubbleme80 is offline   Reply With Quote
Old 24-03-2005, 09:24 AM   #5
Eelco
Registered User
 
Eelco's Avatar
 
Join Date: Oct 2004
Location: In my dreams
Posts: 152
Thanks: 0
Thanked 3 Times in 3 Posts
Default

Originally posted by bubbleme80

i just had some unanswered questions, very simple ones..

1) why do we always try to not have triangle/five sided polygons? and only want quads? Does it mess up when animating?
I asked the same question recently but it remainded unanswered. I still would like to know though.

I'm from 3DS Max in where all polygons are made up of (invisible) triangles. I thought that this was the standard way how 3D objects are build. Just as standard as you'd draw a line from point to point. So I don't understand why to avoid triangles at all.

Maybe it's not related at all, but the only reason I can think of to keep the vertices in a polygon to a minimum, is to keep the polygon from bending where there is no edge when you move 1 of them from the imaginary plane on where the other vertices are positioned on.
But than again triangles would be ideal because all vertices are located on this imaginary plane where ever you move any of them.

Last edited by Eelco : 24-03-2005 at 09:49 AM.
Eelco is offline   Reply With Quote
Old 24-03-2005, 01:33 PM   #6
mtmckinley
The Maya Mountain
 
mtmckinley's Avatar
 
Join Date: Aug 2002
Location: Seattle, WA
Posts: 8,245
Thanks: 1
Thanked 25 Times in 25 Posts
Default

Smoothing or converting to SubDs or anything like that doesn't do as clean a job unless you keep it mostly quads.
__________________
-Mike
www.mtmckinley.net
The Maya Toolbelt
mtmckinley is offline   Reply With Quote
Old 24-03-2005, 04:58 PM   #7
mhcannon
Subscriber
 
mhcannon's Avatar
 
Join Date: Sep 2004
Location: Waianae, HI
Posts: 1,275
Thanks: 0
Thanked 9 Times in 8 Posts
Default ngons vs. 3, 4, sided faces

All faces are triangluated at render... all of them. Making faces tris to begin with make sure that the model is transated at render accurately. However a model made with tris means there is an awful lot of geometry to manipulate. We cut this geometry amount in have half by using quads. Quads can be easily convered to tris with a single line connected opposite points. The triangulation of quads is usually predictable. Ngons, faces with more than four sides, are much less likely to provide predictable results and in addition most game engines only work with tris or quads.

this is a simplified explaination but I hope it helps.
__________________

AIM: mhcannonDMC

"If you love your job, you'll never work another day in your life."

Last edited by mhcannon : 25-03-2005 at 12:23 AM.
mhcannon is offline   Reply With Quote
Old 24-03-2005, 11:57 PM   #8
Eelco
Registered User
 
Eelco's Avatar
 
Join Date: Oct 2004
Location: In my dreams
Posts: 152
Thanks: 0
Thanked 3 Times in 3 Posts
Default

It's what I was hoping to hear ... uhh ... read. Other posts made it sound as if you'd ruin you model when you use anything other than quads.
Thanks :tup:
Eelco is offline   Reply With Quote

A little bit about who we are
Links you might find useful
Catch up with SimplyMaya
SimplyMaya specialises in Maya tutorials. We offer over 1,000 individual Maya training videos, ranging from basic Maya tutorials through to intermediate Maya tutorials. Our tutorials are created by instructors with industry experience and are designed to get you up and running in Maya quickly without making it seem like hard work.

Copyright © 1999-2015 SimplyMaya - vBulletin® Copyright © 2000-2015, Jelsoft Enterprises Ltd.