in the topology rollout theres a "select topo" button, is that what you're after? just do the whole process again when you're starting a new mesh topo with the zsphere, but use the "select topo" button and you can pick the mesh you made previously
You have two UV sets on the object. The default upon creation and the one you made. Maya doesn't like to delete the default. Select the cube>select UV set map11>polygons>Copy Uvs to UVset map1. Delete the not needed UV set.
What does this red arrow mean? I did paint effect to curves but when I try to select first CV I cannot. I thought when you select convert paint effect to curves it is suppose to make the paint effects curves. Is there a way to make these curves so I dont have to paint again?
Is there's a way to break all the welded edges of selected UVs? I have an arch on the UVs and I want to break each of the faces into separate poly. I need to click on each and CTRL+B (Break) but maybe there's a way to select all and choose "Break All" or something? Here's a shot of the arch on UV:
I am trying to do morph targets and i am using soft selection, edge and regular vertex selection to make facial expressions, when i am done i get an extra vertex! did this ever happen to you? what did you do, what am i doing? Thanks a million
Hi every body , i share with you my problem when i use the lasso tool with mask, I should select only the area of the lasso , but i select more than that area. It hapens me in R8 R8p1 and R7p3. Thank you. https://www.dropbox.com/s/qoww9v78nqiqdet/problemamasks.avi?dl=0
In Blender it's enough to just check in the merge checkbox in the mirror modifier and shift U or V in modifier "data" drop down. I mean if you are ok with same texture on other half. Pretty quick IMO . if you need to give the mirrored half some select-able attribute just create yourthing_R and yourthing_L vertex groups and…
Am I doing something wrong or did Adobe break the damn snap options for the guides in CS3? I've got Snap enabled, along with all of its options, and still the damn guides won't snap to halfways across an image, even with the image color-filled and select-all'd. They'll snap to the edges of a selection, but not the middle...
Hello, In the file node where the normal map for a material in maya is inputted, what filter type should I select? I saw one tutorial where it was said to just select none but without any further explanation. Also, do mip maps just not exist in maya or are not necessary? What's the story with that?
Hello, I am having trouble solving this issue. I need the handle of the pot to be thinner... if I select the polys, vertices or edges and scale them down, it scales also the dimensions of the handle. Is there a way to make just the handle thinner without having to scale the selected polys? here's an image: Thx for help!