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-   -   Anyone know how to fix this? (https://simplymaya.com/forum/showthread.php?t=1965)

iron_tick 07-11-2002 05:31 AM

Anyone know how to fix this?
 
Anyone know what is causing these squares and how to fix it? When i selected the surface i went to the Object>>Face and selected all the faces on the head then i maped with a planer map. it looks fine initially till i adjust the map to fit. then i get these little faces that seem as if they didnt get planner mapped. can anyone help?

iron_tick 07-11-2002 05:35 AM

1 Attachment(s)
oops here it is

mrmacca 07-11-2002 06:03 AM

Any chance the normals are reversed on these faces?

mtmckinley 07-11-2002 06:12 AM

I think I've seen similar things... do they render like that? If the situation is the same, i think it's just a video card thing and it renders fine.

Gforce 07-11-2002 03:06 PM

did you do a convert from poly to sub-d then save the file in the sub-d state and this was visible on the reopening of the file??

betch ya did ......while running maya in windows with plenty running in the back ground ??

ya may find it's a memorry problem when saving the sub-d i not found a cure for it yet though

if that not what happend then i havn't a clue

Kurt 07-11-2002 03:49 PM

Its a problen with sub-d's when coverting from polys alias has to fix it, happens to me a lot to. There are 3 ways to fix it.

1) If you want a quick fix, go sudiv surface, clean topology. Keep it mind it only fixes it for the duration you are using that file that time, if you shut down maya and re-open the spots will return.

2) More perminate fix, go subdiv surface, collapse hierarchy, I just leave the options at default. This will make a duplicated sub-d of your head, but the only problem is it will be a little heavier in geometry. The spots should be fixed.

3) Perminate fix, do all your work in sub-d, modelling , blendshapes et. when finished, covert back to poly's smooth it 1 or 2 levels and bind it that way.

Hope that helps. Nice model by the way.

Kurt

iron_tick 07-11-2002 06:30 PM

umnmmm. this is a polygon from the get go... at least i think it is. I used the Poly duplicate and connect function to start a blob and modeled it that way. never actually went to sub-D and yes, it does render those odd faces . and as for filping the normals.. i never had to do it yet. can you elaborate on what i need to do?

Kurt 07-11-2002 06:47 PM

You might have duplicated faces, if it just a poly. You can try cleaning up nonmanifold geometry under polygons, just open the options for clean up and make sure nonmanifold is clicked. Its a bit hard to figure out with out looking at the file its self.

Kurt

iron_tick 10-11-2002 03:08 PM

1 Attachment(s)
WOOT.... i got it. I think i know how it started. i kept getting a model cage annomally that occured when i tried to split my cage to many times with poly split, when i tried to recreat part of the geometry to make the ears maya didnt like it and would grab 6 verticies of the hand and translate then 100 units(yikes) how wierd. Fortunatly i took someones advice to save multiple times in multiple files. so i just went back to before i started having the problem and corrected it. I cannot stress this enough .......... SAVE MULTIPLE TIMES, IN MULTIPLE FILES .......... it can save your arse and your project.

mtmckinley 10-11-2002 05:33 PM

I agree, iron_tick! Good advice. Nice model, btw. Looking forward to seeing it as it continues. :)


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