The UVs are just a representation of the geometry coordinates in 3D space(XYZ=UVW) so the geometry faces don't have a 'physical' connection to the UV faces. Flipping a geo face will not flip its 'twin' UV face. In Max there is a feature called 'select inverted faces'. I don't know the equivalent in Maya. Perhaps a Maya…
XD it's a so true!!! And this uni was UCA Farnham which isn't apparently like one of the best uni with one of the best game course. The teachers where/ r horrific XD!!! It was all lies XD!! Basically taught are selves. can't believe how long I have properly suffered inverted uvs XD. Btw I did the display on maya and all…
3D training + 90% Uni courses in the world = $-scam.... :) Sorry, no offence. Just joking. :) I've never trained 3d/CG at uni/college but I've heard a few horror stories..... Yes, the feature is basically just to let you know which UV faces are flipped/inverted.
Don't worry about asking Q's here. That's what the forum is for. As long as you show you're putting our advice to practice and learning/progressing with your issues, people are happy to help. You shouldn't need a tutorial to fix your current predicament. For basic stuff like this, and whilst learning Maya, you should…
awesome so is that feature select inverted faces how u find out if uvs r flipped/inverted cause i have no idea how to tell what uvs r inverted :/ soz for all these noob question turns out uni didn't teach me alot XD so your basically teaching me more than they ever did hah
loving all these replies thanks all!!! where is this back face culling option? i used cage exported from maya and through xnormal 3d viewer. eerrrmmm increased ray distance didnt do a lot :/. redid my uvs so they r all straighten out didn't do much although improved it bit better XD. and high poly is all good to. XD this…