Picture below: That would be my top view, perspective, front view, side view. I'm on Maya 2016 SP6. Two sided lighting is turned off on all viewports. The only material on the mesh is the default lambert 1. This problem has never occurred to me until my recent project. List of bugs I'm experiencing: 1) Mesh is black in…
In the Edit window, have you tried Select Inverted Polygons in the Select menu? This should select only the mirrored UVs, but it could also select badly-mapped UVs too. Then you can Break them.
is it zbrush? my preference would be to do anything that requires a lot of transform manipulation and selections in a regular 3d program like blender or maya. You wouldnt need any special techniques to do it there other than just group feathers into layers so you can select them easy. If you set pivot point to the base of…
I think I understand. When you are in edge selection and want to go to polygon selection but with those selected. Click CTRL+ (polygon selection). Let me know if this is what you were talking about.
open select>select using constraints now go into faces mode on your model and in the dialogue box choose 'all and next' and 'Nsided'. Now drag a selection over your model and only Ngons will be selected
Yeah no problem. The UVs were a bit hard to figure out. First I noticed that some faces were transparent (or inverted) in Marmoset which is strange because there was no alpha applied. Next I started looking at the model in Modo and all the faces normals seemed to be pointing outward correctly, I ran Senecas's cleanup…
You can also use the ordinary transformations that you would use in the 3D viewport. So to align some verts along the U or V axis, just type 'sx0<Enter>' or 'sy0<Enter>'. Then you can continue to move the verts wherever you want them. You can also use proportional editing, sculpting tools, and all the rest of your ordinary…
Ended up doing a combo of both of the above responses. Using a default scene didn't work; for some reason the cameras were always set to the default even though I'd edited them in the saved scene. I don't think usersetup.mel runs when you open a scene, just when you load Maya, so I created a default scene with a script…
I'm assuming you're assigning the model to bones incorrectly... if you can do it for one side, it's the same process for the other. This is what I do: 1. In the outline menu, click the object icon and drag it to the skeleton/base model object. (in example, cube to crystal_maiden_model.dmx) When a menu pops up, select "With…