Very nice, it shows that Maya is definitely starting to catch up with regard to basic poly modelling tools. Now all they have to do is solve all the rest of the polygon handling problems...
It might be helpful to say how you fixed it so anyone else having the same problem that stumbles on this thread will also find an answer =) I'm glad you solved it! Nice work.
The problem was solved. Flipped and overlapped faces in the UV layout and geometry. The weapon is almost finished. Here are some snapshots of the wireframe and polycount. Two more with normals map and ambient occlusion applied.
What I did to solve this was to instance all my pieces, and snap them all together in the same location. Then add an Edit Normals and average them. Worked pretty well, and quick.
Thank you guys, the problem is solved. The culprit really was as you pointed out the scale being put to -1 to mirror it. I can't believe how much unidentifiable trouble it caused.
Yeah, that's how I've been solving most of my problems lately. I don't think there's anything wrong with it, and if it's a style you've never done before, it never hurts to branch out.
I liked it a lot! I also liked how the focus wasn't on finding a 'cure' or solving the problem, but it was just about some people dealing with the situation. and damn that girl looks good :)
material editor > propagate to instances solves it for the session or max file In the preferences search for the same (general I believe) and uncheck that bullshit. Also uncheck world uv coordinates should it be enabled.
This little program is so genius that I started laughing (a bit like a crazy person) when I realised just how many problems it will solve for me. Many thanks for the link!
not sure if its been mentioned, the other take on it is for employees to conspire and blackmail management..If one person did it then its far easier to solve than if half the company held management to ransom