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
I'm trying to go through all of the maya tutorials, so far im on Polygonal modelling.
I'm trying to make a mesh bridge from a lower face mask to the upper face mask, but whenever I choose to bridge, the mesh flips when it connects and instead of going from the point across and bridging to the other mesh it goes to the opposite side of the other mesh and creates this X looking bridge. I wish I knew how to take a snap of this on the computer so I could show you waht I was talking about but...
To me it sounds like the normals of the two faces are facing opposite ways. To check this select your model and go to "Display >> Polygon Component >> Normals". The points sticking out of each face is that face normal.
Select the ones not facing the right direction and go to "Edit Polygons >> Normals >> Reverse"", but before you use reverse check it's options and make sure it's set to "reverse" and not "reverse and separate".
You could use the append to polygon tool instead aswell. It'll do exactly the same thing that you want to do, with the difference that you have to create each polygon "bridge" individually.
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