I solved the problem. Select the hair mesh> unbind skin > while hair is selected> mesh display > average > edit >delete by type > history > bind skin for hair. This worked. Same solution of average normal's but without delete history part didn't worked.
It looks like you painted some matcap on the character. So if you switch to another matcap it displays both. It's easy to fix. At the top of the screen, select just the M mode (not Mrgb!) and click Color > Fill object. It will fil the selected subtool with the current matcap.
The shells that are distorting are inverted and its attempting to flip them over as it relaxes. In the UV editor if you go poly mode > Main Menu > Select > Select Inverted it will highlight the shells that need to be flipped. You can then use the Mirror tool to flip those shells.
Have you tried selecting an object, and using Orbit Selected? There's also sub-object mode. http://docs.autodesk.com/3DSMAX/15/ENU/3ds-Max-Help/index.html?url=files/GUID-6DA741AB-9941-4957-903A-4B998C1C65E7.htm,topicNumber=d30e560456
Easy to do with snaps... Lock the selection. Turn on Snaps, enable Vertex snap. Move snap cursor overtop one of the vertices inward from the selected edge, shift-drag outward towards the next vertex until the snap grabs it. edit... here's a GIF
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