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 04-01-2013 , 11:41 PM
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Maya Discontinuity on Edges

Hey

I have been working on this raptor for some time and I've just noticed a few polys that keep messing up, I have no idea on how to fix it. It is probably very simple but I am unsure how it can be fixed, it is mainly the polys on the neck and on top of the mouth that are the most visible.

Any help would be most appreciated
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Last edited by Greenbullet; 04-01-2013 at 11:46 PM.
# 2 05-01-2013 , 12:27 AM
EduSciVis-er
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Make sure you don't have any problematic geometry, like duplicate faces on top of each other. An easy way to test that is to select an individual vertex and move it around, to see if the connecting edges behave properly. Or just delete a single face. If that is not the case (I suspect not), then try selecting the problem edges and use Normals > Soften.

# 3 05-01-2013 , 12:47 AM
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See I've went through the Poly's that were giving me problems, deleted them and filled hole. The normals soften does work but when I subdivide the edges do that strange thing where they aren't square but turn circular. Although that could just mean I need to add more edges. If that makes any sense.

Thanks for your help its really appreciated.


Last edited by Greenbullet; 05-01-2013 at 12:55 AM.
# 4 05-01-2013 , 01:29 AM
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do a mesh > cleanup and check non-manifold, laminar, zero length, zero surface area. This will clean up bad geo, flipped normals, lamina faces, coincident verts, etc.

Then look for border edges where polys may have been detached. reattach everything and fix any broken stuff found by cleanup.

Then normal > unlock normals.

There are lots of possible issues but these steps are a good way to start to sus the problem out.


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# 5 05-01-2013 , 01:37 AM
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do a mesh > cleanup and check non-manifold, laminar, zero length, zero surface area. This will clean up bad geo, flipped normals, lamina faces, coincident verts, etc.

Then look for border edges where polys may have been detached. reattach everything and fix any broken stuff found by cleanup.

Then normal > unlock normals.

There are lots of possible issues but these steps are a good way to start to sus the problem out.

Thank you very much, I've only been using Maya for 12 weeks Rarely got this problem in max. Now I hope to get this over and done with.

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