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
Firstly -- the left wheel is black, no matter how I look at it. It was fine RIGHT up until I combined all the Created Polygons into a single object.Seems like every model I make at least one part of it turns out solid black no matter which way its pointed or how much light's around it.
Should note: Normals have been checked and its default lambert so its not oddly mapped UVs.
Secondly -- the Axel was created using "create polygon" using Vertexes of a rediculously high poly cylinder. -- I tried then selecting the faces and typing "polySoftEdge -a 180" to smooth it out -- it didn't. Seems like polySoftEdge only works to correct smoothing errors from Rhino import.
go to edit poly>set normals to faces,
then soften/harden normals again.
but double check if the normals are all pointing in the same outward direction.
Thanks -- though I'm wondering if its possible to create softedges on "create polygon" tool'd objects. I've created a perfect cylinder (had two hemispheres side by side -- so I created polygons inbetween the two open sides' vertexes. I then combined the polygons -- then clicked (as suggested) set to face, then typed "polySoftEdge -a 180" and not a thing changed.
Maybe someone should go into a small smoothing tutorial? :b Sorry -- I'm only now getting worried about polycount -- I used to just let Rhino make the smoothing groups as I converted from Nurbs -- then that was how it ended up... now I obviously can't do that if its going in an Unreal Warfare game.
That -- or I should just stick to Bink'd cutscenes and Unrealscript :b
You may not post new threads |
You may not post replies |
You may not post attachments |
You may not edit your posts |
BB code is On |
Smilies are On |
[IMG] code is On |
HTML code is Off