I don't know anything about subD surfaces, but I'm wondering... were are the normals pointing to? Maybe they are pointing to the inside of that object instead of the outside.
There can not be Good without Evil, so then it must be good to be Evil sometimes.
I'm still experiencing problems. I think part of the problem is SubD's. And part of the problem came from duplicating the object. If these were purely polygonal objects I could just transfer the UV's from the working duplicate to the original.
If I could get nice round edges on Polygonal objects without adding tons of extra faces from Smoothing then I probably wouldn't be having these problems.
Amapi 3D Pro 7 makes great rounded edges on their polygon objects. I wish Maya would get into the act.
Oh well. It's late. I'll try again after work.
BTW, week after next I'm taking vacation time so I can focus totally on Maya. I've got hours of Maya video tutorials to watch.
Maybe I'll find my solutions during that time.
In the interim, I mapped another part of the model and found myself flipping the UV's in the texture editor just so that I could sew the edges together. Is this normal?
The edges wouldn't have lined up for sewing without flipping them. By flipping the UV's I'm not flipping the Normals, am I?
It was late so I haven't tried texturing it yet.
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