I am working on my first character model for a animation class and I just noticed that while the polygons are there they seem to be see though in the viewport, anyone know why?
There is a bug in Maya 2011, if that is what you are using, that will randomly un-assign faces from the material. Just select the faces, right click and apply the default lambert and it should be fine.
You don't seem to have backface culling on (we can see the inside of the head) so I'm not sure it's a normals thing; if flipping the normals doesn't fix it, I've seen sometimes (rarely) faces will somehow lose their material assignment completely, like they don't even have that flat green thing, just nothing, which makes them go invisible in the viewport. If it is that, it's easy to fix. With your model selected, just hold right click on it, Assign Existing Material > Lambert1 (or whatever material you had on it).
Yeah this was a common Maya 2011 bug. I just ended up making a mel shelf button that selects all faces and re-assigns the material. Havent had this happen in 2012
The only two things I believe its happening (which people already mentioned) is that or you lost your material or you made these faces hidden. Display -> Polygons -> Invisible faces. To unassign, go to the options of Edit Mesh -> assign invisible faces and then check on unassign.
You don't seem to have backface culling on (we can see the inside of the head) so I'm not sure it's a normals thing; if flipping the normals doesn't fix it, I've seen sometimes (rarely) faces will somehow lose their material assignment completely, like they don't even have that flat green thing, just nothing, which makes them go invisible in the viewport. If it is that, it's easy to fix. With your model selected, just hold right click on it, Assign Existing Material > Lambert1 (or whatever material you had on it).
Sometimes reassigning material doesn't quite work either, and I've needed to delete and remake the faces.
I've experienced this many many times, especially with sub-d's. I usually get it when I bevel edges on a complex mesh. The things above work, but I've noticed that if you undo, then redo whatever you did to make that happen, it won't happen again. It's much easier sometimes just to re-bevel an edge
Odd thing, all I did was come back to the model the next day and it was fine, pretty sure it is what haiddasalmia said and it a 2011 bug and it fixed it self when maya restarted.
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That should work.
I've experienced this many many times, especially with sub-d's. I usually get it when I bevel edges on a complex mesh. The things above work, but I've noticed that if you undo, then redo whatever you did to make that happen, it won't happen again. It's much easier sometimes just to re-bevel an edge