This is kind of hard to explain so just look at the picture. At certian angles, the "yay" is correct, and how it should always look. At other angles the "aww" is not what it should be doing, because it then looks really weird and wrong. It affects more to the scene than this little snip bit. It's making it really hard to work.
![MayaHelp.jpg](http://secretsilent.com/MayaHelp.jpg)
So, my question is if any of you know what's going on and how to fix it (Maya 2010). Normals are facing the correct way, backface culling I'm pretty sure is off, and it only does it while this texture (which does have a transparency in the alpha) is applied. It also did it while this texture had no alpha map.
Also tried: reversing normals, using a .mb instead of .ma file, deleting the transparency...probably more but that's what's coming to mind.
Final note, I exported what I had to UDK to test it, works just fine.
Thanks!
Replies
Check the options "Object Transparency Sorting" and "Polygon Transparency Sorting", they are found under the "Shading" menu in the viewport.
Are you using some form of transparency? Does it behave the same way with other materials?
and when next to an object which is supposed to have alpha transparency, sorting issues appear which seem baffling. in that case, duplicating the first texture over itself a few times solidifies the transparency (or disconnecting transparency in maya) so I guess i'm suggesting you check out the transparency on the other texture to be sure there is none
koddes viewport options should also do the trick though
Edit: I'm still open to suggestions, but I just decided to make two shaders and just assign the transparency to one and leave the other normal. It works in the view ports...the instructions for the art test didn't say how many shaders I could use so I figure I'm ok. Effin Maya.
At least in my experience. So your not alone about these kind of problems.