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
Well, I don't know if Schmick solved this problem or not, but now I'm having the same one! I can't get the second vertice to snap to an edge. I've moved faces around to make sure there are no unconnected vertices, carefully observed everything in all component modes, moved various vertices around, merged the surrounding vertices, but can't get figure out what's wrong! Any ideas?
Oh yes. I've tried that several times. It's not that big a deal I suppose. It's in a spot you wouldn't usually look, but I still wonder why this is happening. I have had this problem many times and have always been able to do something to get it to work, but this is insane. There is no doubt that there are no loose ends in the geometry. I guess it's a bug.
Tried enabling the heads up display for the poly count and drag selecting each vertex one by one and looking at the selected verts count at the same time? Some times it looks like one vert but there are several on top of each other...
Another possibility is that the normals are pointing in opposite directions in the adjacent faces you're trying to split on...
Ah! Normals! I tried messing with those, but had no success. I know nothing about how to manipulate them or see which way they are facing. I tried reading the help faq on them, but couldn't understand it. I really don't understand what normals are for in the first place. I bet if I could figure out how to mess with them, it'd work. And there's no use in counting the vertices because I have tried merging them several times. There are absolutely no overlaping vertices. This I am sure of. Someone teach me about normals or give me a site that will! In the mean time, I'm going to try to read the help stuff again.
Normals are just basically "invisible" vectors showing which way the face is looking at. You can see them by turning on Display -> Polygon Components -> Normals (or something). Only thing you are interested in this case to do with them is to flip them to the other side if needed with Edit Polygons -> Normals -> Reverse.
*edit*
If you turn on backface culling you're gonna see only the "normal" sides of the faces...
i think i know what hte problem is and how to avoid, but not how to solve it
i ran into it today when modelling a house, basically, ur trying to split an object that has already been split so many times in different places. like with a cube, if you want to have 2 faces being made from one original face, then you would normally make one split right? but playing it safe you should split all the way around the cube in the same direction, that way u can avoid problems like this one where you've got unfinished splits as it were
thats my problem anyway
try not to split in unnessecary places, and when you do, makes sure its the split starts, goes all the way around and comes back to the starting point
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