For Maya 2016, the option is Mesh Display -> Reverse. @jose.fuentes: You can check your face normals by selecting an object and either Display -> Polygons -> Face Normals or going into Attribute Editor, picking Mesh Component Display and checking Display Normals. You need to reverse the normals of all the faces with green…
So Im curious if this is possible but essentially what I want to do. Is lets say for a model that I have in 3ds max or Maya that is UV unwrapped I would like to. Select certain faces then fill those selected faces with a color. Then that color will appear as a diffuse on the unwrapped object. Is this possible?
In Maya the face selection for my character's body mesh is all bonkers-crazballz (see image), but face selection for other meshes in the scene behave normally. I tested the mesh in Blender and it selects fine there, so it seems like it's only broken in Maya. The model is an FBX imported from zbrush.
I'm using max 8 and i used the polygon hide feature in Edit Poly to hide certain faces so i could work more easily. But when i unhidden the faces the verts that go with those faces are missing??? i tried searching for it but found nothing. Anyone know a solution to for this?
so here's my first attempt at some zbrush face modeling. i wasn't basing it off of anything i was just messing around made some hair and then eventually wanted to add a face to it, but it still seems off. would very much like C&c. help? please? *hides in corner* :poly122:
Testing out a planet shader and I thought I'd be cool if the side of the planet that is not lit by the star would have some lights. And light vector no longer works with emissive, and neither does CustomLightingDiffuse. And CustomLighting only affects the faces that are facing the light. Is there an easy way to get…
I'm trying to snap the verts of an object to the faces of an object behind it. But it's insisting on snapping the verts to it's own faces rather than the other object (because it's own faces are in front of the other object). Anyone know of a way to have snapping ignore itself? Like "Constrain to Background" in modo?
If you can't sculpt a generic head then start with skull ,basic head and feature studies When you can sculpt a generic head then you have to work on your observational skills[aka getting as close as you can to actually reference start with simple things like fruit/veg then face profile... ] and then finally you can try…
I'm not sure how to do that exactly, but: In face mode, goto the select menu, select overlapped faces. That will select the overlapping faces, I don't know how you get a permenant colour change on them though.
it does have it, and btw back face culling means to cull the back face, ie. removing them. originally all it had was backface culling by default. now you can turn it OFF to show the back faces.