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 06-07-2006 , 10:20 AM
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what about normals?

what happenes when i reverse the normals?


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# 2 06-07-2006 , 11:21 AM
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Try it and find out!!

They go black in the viewscreen and wont render (I think)

# 3 06-07-2006 , 11:23 AM
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i applied a red lambert to a face of a polygon cube and then reversed the normals but i didnt see any changes....


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# 4 06-07-2006 , 11:58 AM
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Well, I have been having a lot of trouble with normals recently, so maybe I can help, or not.

A Normal basically just helps maya know how light will affect your object (I think!). So if you reverse your normals you have turned your object inside out. As gster suggested - try rendering your object before and after reversing your normals and you will see a big difference.

# 5 06-07-2006 , 12:55 PM
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ya the thing bout the lighting part is right but when i rendered it with the normals reversed nothing really changed from my previous render without the normals reversed


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# 6 06-07-2006 , 01:14 PM
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Sounds like you might not have reversed the normals properly. Try using the edit vertex normal tool- This will help you see what direction the normals are facing.

# 7 06-07-2006 , 01:24 PM
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i edited the normals now they're facing east and looks like 2d toon lol (the cube that is)


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# 8 24-07-2006 , 10:44 PM
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There are two different types of normal. Face normal and vertex normal. Face normals point in the direction of the face, and when flipped, the face is only visible from the other side (unless you have "backface culling" turned off - in which case it will still be visible from both sides).

Vertex normals specify how faces are shaded between.

This video might help

https://www.vtutorials.com/maya/normals.wmv


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