Dual Glitches.
http://img.photobucket.com/albums/v3...jo/wtfMaya.jpg
Firstly -- the left wheel is black, no matter how I look at it. It was fine RIGHT up until I combined all the Created Polygons into a single object.Seems like every model I make at least one part of it turns out solid black no matter which way its pointed or how much light's around it. Should note: Normals have been checked and its default lambert so its not oddly mapped UVs. Secondly -- the Axel was created using "create polygon" using Vertexes of a rediculously high poly cylinder. -- I tried then selecting the faces and typing "polySoftEdge -a 180" to smooth it out -- it didn't. Seems like polySoftEdge only works to correct smoothing errors from Rhino import. |
go to edit poly>set normals to faces,
then soften/harden normals again. but double check if the normals are all pointing in the same outward direction. |
Thanks -- though I'm wondering if its possible to create softedges on "create polygon" tool'd objects. I've created a perfect cylinder (had two hemispheres side by side -- so I created polygons inbetween the two open sides' vertexes. I then combined the polygons -- then clicked (as suggested) set to face, then typed "polySoftEdge -a 180" and not a thing changed.
Maybe someone should go into a small smoothing tutorial? :b Sorry -- I'm only now getting worried about polycount -- I used to just let Rhino make the smoothing groups as I converted from Nurbs -- then that was how it ended up... now I obviously can't do that if its going in an Unreal Warfare game. That -- or I should just stick to Bink'd cutscenes and Unrealscript :b Edit: Never mind -- got it -- Average Normals. |
Does it work from the menu? May be syntax error.
|
All times are GMT. The time now is 06:59 AM. |
Powered by vBulletin® Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Simply Maya 2018