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 15-12-2010 , 02:43 AM
Tigersan's Avatar
Subscriber
Join Date: Dec 2007
Location: Chicago USA
Posts: 1

Question, please help if you can

Ok heres the deal, i started sculpting the mesh in ZBrush, subdivided it already so it has over 16M vertices. I plan to send this file for 3dprinting, and for that it needs to be one whole mesh. Trouble is that the hair, eyelids, and some little parts are not connected to the main mesh in terms of vertices or lines or faces, they are few milimeters above the main mesh. I need to get rid of those parts. I have spent hours on that sculpture and i love how it came out. Theres so many verts that after importing to maya, i cant even see them, it looks like one whole surface, the points are so densely placed. Yet i need to remove those parts, is there any way to automatically select parts of the mesh that isnt connected physicallly to main shape ?

Please let me know.


-=']['igers@n=-
# 2 17-12-2010 , 10:38 AM
Subscriber
Join Date: Feb 2006
Posts: 1,937
If i understand correctly, you can try browse threw your hypershade or outliner to determine what you need to remove or keep. Hope this helps...

Posting Rules Forum Rules
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

Similar Threads