Looks like the face normals are flipped on the black shaded parts of the mesh. Select the black faces and select Flip under the Edit Polygons rollout, then try welding the verts again.
Awesome! And I was just pondering over how maya determines selection order a few moments ago. I didn't follow your logic on choosing the offset with multiple selections?
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Is it possible to export multiple selected meshes as single fbx/obj files with their mesh names? like my selected meshes are: "ring4" "plane2" then i would get the files: ring4.fbx plane2.fbx? is there such a thing in maya?
every once in a while my keyboard shortcuts start doing different things than they are supposed to do. "ctrl a" selects all layers instead of selecting the image. the "[" and "]" cycle through layers instead of changing brush size. any idea what is going on?
Well I use the migNormalTools script. For this example I select all the planar faces, harden the normal and then with the same faces selected I use the fillet outside option in the migNormalTools script.
Select your LP meshes together, apply a edit poly modifier, to the selection, adjust your uvw so no over lapping, bake, then delete the edit poly modifier off the stake.
Also; 1 Vertex = VERTEX More than 1 Vertex = VERTICES... I can't even count the number of times I've heard; 'Select the corner vertice' 'Select a group of vertexes'
You could create a camera and set it to a specific FOV. You can then get the angle right for the shot in the editor then, with the camera selected, select ctrl+shift+f to align it to view. :thumbup:
False! Alt H will hide selected sub-object selections. As for your scroll wheel problem... installed any scripts recently? Edit Edit wasn't needed, I failed to read.