Select the faces that you have a transparent texture applied to. Duplicate them. With the duplicated faces still selected, go to normals (could be face normals) -> flip (or invert). I'm not too sure about the exact command names, as I've said I haven't used Maya in 5 years. But I think that will solve your problem.
Having switched from 3ds max to maya I can say that you are right in your assumption, modeling complex things in maya can get very tiresome. Maya seems to require a lot of micro-managing of every operation you perform. But they arn't that different, so don't expect max to solve all your problems.
Hy there, after putting things in a new perspective, some of my modeling problems where solved. So right after that, I started to move on. To prove some improvements, let me show you some extremely early WIP! Hopefully the next update will contain all three models (currently working on the second one)... By"Z
I'd categorize those as critique and direction though! Such as being able to solve your problems or create a piece of asset on your own direction but still having good use of critique for the things that you missed vs. someone who might not want to even start an asset before he has exact typed down dimensions of everything.
i just solved my issue here i have played alil bit with photoshop and did some tweaking in image size with both pixel dimensions and document size and made the image alilbit wider then i opened maya and tryed it on and the image fits perfectly in the box....so it finally done and again thx for the help
Looking nice!!! However I feel that there is another problem. Right now animation looks like she was afraid of those arrows hitting the ground. Don't know how to solve this problem sadly. Maybe you should offset moment of arrows hitting the ground and her actually crouching. Just an observation. Overall it looks really…
You mentioned rendering... are you seeing this problem when you press the Render "teapot" icon, or do you only see it in the viewport? If you're rendering, it could be that the Diffuse bitmap has its Alpha Source set to Image Alpha, so it's pulling in some of the plain diffuse color from the material... setting it to None…
You just need to render out the diffuse map of the lowpoly object while the highpoly has the textures assigned :) . But, if you want to render textures from one uv layer to another you need to define a second one and choose another target layer in die render to texture settings. Edidiot: ahh you already solved it.
that's exactly how I felt. I bought MODO, but pretty much only use it for the occasional UVs now and then (My tests showed it had better packing than coat, which has better packing than 3ds max). So if you ever solve this, please return to this thread. I would love to know!
really good work! congrats! did you use any cool tricks eg custom shaders or a bespoke particle system or some wierd awesome texture sheet script? Did you come up against any really complex problems that you had to solve? Im making quite a bit of unity vfx lately.