Maya Modeling :: Multiple Textured Meshes

Oct 30, 2013

Is it better to texture multiple meshes of a same object as opposed to unwapping and texturing just one mesh and then duplicating the object over and over?

Fox example, I'm working in Maya and I'm modeling a grocery store. And let's say I'm about to texture an isle with bagged snack chips. Do I unwrap every UV from every bag of chips and texture them individually or is it better to unwrap and texture just one bag (mesh) of chips and then duplicate object multuple times to get the whole isle of chips.

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Maya Modeling :: Bridging Two Meshes

Sep 15, 2010

I'm new to Maya and am trying to bridge two meshes in the first modeling exercise (to make a helmet). The instructions said to select Select > Select Border Edge Tool and then to select the 5 border Edges on the original polygon and then the 5 on the newly created bottom part and then I am to select Edit Mesh > Bridge and to set the division to 0 and then to check Bridge. I did all of these steps but then this "// Error: Invalid selection : polyBridgeEdge requires equal number of border edges to be selected for source and target selection." appears. I've tried choosing different numbers on each side to see if that is some how the error.

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Maya Modeling :: One Way Instancing (reference Meshes)?

Jan 12, 2012

Do maya have a way to reference meshes (like in softimage/max)? Its basically like instancing a mesh. However tho changing the "parent" object will change the "child", the child wont change the parent.

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Maya Modeling :: How To Combine Two Meshes With Different Colors

Jul 23, 2011

why is it that anytime i try to combine to meshes (which were originally one mesh to start with) with different colors on them i loose the colors on both after the combine operations is invoked? It's pretty much a door with one color on one side and another on the other side. I extracted the face then painted it a white color after painted the other side a dark color. When i position them back to combine the colors disappear and goes back to that default grayish color.

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Maya Modeling :: Selecting Multiple Objects?

Jul 15, 2013

I have a problem with selecting multiple objects!!! Everywhere it says that you have to hold shift and select the objects you wish but when I do this it selects all the objects in between! How can I change this?

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3ds Max Modeling :: Combine Two Meshes?

Oct 15, 2012

I have two large meshes, an existing site and the new grade. I have tried just attaching them, but there are a lot of gaps where they meet. And in some places the existing shows through the new where they have removed grade. How can I combine these into one seamless mesh?

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Maya Modeling :: Converting Multiple Objects Into One Mesh

Sep 17, 2013

I need merge many objects in one for export to fbx. If I delete any of polySurface objects, mesh lowpolyHouse crushes. If I stay it, than it all export to fbx file, problem is that I need mesh object only. 

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3ds Max :: Textured Character - Symmetry Modeling?

Jan 26, 2013

I have a character that's textured, and I'd like to make adjustments to the mesh. I would like to select a Vertex on the right half of the mesh, and the Vertex on the left side would also get selected. So when I move it, the opposite moves in the "mirrored" direction.

In Softimage it's simple; I apply a Symmetry Map to the model, choose the Symmetry Mode, and it works. How do you set that up?

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Illustrator :: Multiple Sublayer With Multiple Gradient Meshes?

Nov 1, 2012

I successfully finished my first gradient mesh… Now, I tried to create another gradient mesh… As a sublayer under a parent layer called left eye… The left pupil was a sublayer also…
 
Illustrator through a fit when I try to do this… It went ahead and let me create the sublayer and gradient mesh, but… It wouldn't let me color the second sublayer/gradient mesh…
 
The newly created sublayer/gradient mesh had the same color as the first sublayer (the same color being the small horizontal tower that colors your different layers).
 
Maybe I'm just missing a step somewhere, to be able to have multiple sublayer with multiple gradient meshes?
 
I'm fairly new to illustrator and graphic designer, but… I'm starting to pick up on the features pretty quickly.

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Maya Modeling :: Painting Multiple Instances Of Model In Scene?

Mar 28, 2012

New when it comes to any kind of environment modeling, but I'm trying to make a simple landscape with grass and trees for a project.

I've got a nice ground plane and a simple grass plane with a texture applied from Photoshop. I was wondering if there is a way to paint instances of my grass object without manually duplicating and placing each individual blade of grass?

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3ds Max Modeling :: Merging Hollow Meshes For 3D Printing

Jun 10, 2013

This is part of a project to 3D print models of cities using data extracted from public sources.  I have extracted the model data for cities, but cannot get models that will print correctly.  From the attached file, you will see that I created a simple standard primitive rectangular base, but there are also sorts of holes in the meshes of the cities. Do you 3DS wizards know any way to :
 
1) combine the solid rectangular primitive so that it will be solid through the meshes that it intersects; and/or 
 
2) fill the sometimes hollow 3d building models so that I can print them (regardless of the interiors).

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3ds Max Modeling :: Merging Building Meshes Into One Solid?

Apr 18, 2013

i did a 3d max building, and its all in different layers..ie.wall, floor, windows, doors etc. it is quite detailed. so there are currently 119 meshes! how do i make it so the whole building is just one solid building, without all those meshes?

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Maya Modeling :: How To Extrude Multiple Faces And Get Them To Rotate Along The Center Of Object

Dec 30, 2012

I'm trying to extrude multiple faces, and then get them to rotate along the center of the object so that they can all sort of have the same angle radiating from the center. In the picture, the one on the top Left is my starting point. I would like to rotate those faces, for example, so that they will all be flat (picture on Right which I achieved through vert snapping to grid) but the only results I can produce are the 2 small pictures on the bottom. =(

Is this possible?

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3ds Max Modeling :: Loft Generated Meshes Getting Twisted In All Directions

Dec 15, 2011

I'm trying to create a "wipeoutish" track using splines. In fact, the track itself is generated by a tool and I want to use it in 3dsMax to create the environment.

So i'm importing the spline into 3dsMax, create a template spline and use "Loft" or "Sweep" to extrude the model along the track. But whereas everything works if my track is perfectly planar, I get some crazy stuffs if there's even the slightest change in the Z axis.

I've tried disabling Contour (then the track is horizontal but there are problems at each turns) and Banking but I can't seem to be able to get a perfectly horizontal track using this way.

Is there a way to force the normal of the generated Track to be vertical ? (get the green track over the spline used by the blue track ...)

3dsMax 2011 (x64)
Windows 7 x64

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Maya :: 2011 Freezes In Textured View?

Apr 27, 2011

I have been using Maya 2011 for a while now with relatively few real problems.

Recently I followed a modeling tutorial and everything was going great until it came to the application of materials and rendering. I applied materials of my own design and when I click on the Textured view icon in the perspective window, Maya freezes and nothing works...I have to open the task manager and terminate the process and re-start Maya.

It does not happen with other models or animations that I work on, just this one. I have looked at all my settings and there is nothing unusual happening as far as I can see!

If I render the model, it works fine in: Maya Software (No problem - looks great!), Maxwell Render (fine but very slow) and Maya Vector (Fine but obviously not what I want!).

If I try to render using Maya Hardware or VRAY it freezes up Maya and I have to terminate the program as before.

Once again other models and projects render fine in Maya Harware or VRAY

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Maya :: Different Display Artifacts When Using Textured Render?

Jul 5, 2011

When I turn on textures in the viewport, the display of some objects becomes really weird. Most times not even the whole model is affected but only parts of it. My first guess was that the noramls were corrupted, but turning on One-sided lighting and displaying the normals showed that they were absolutely okay.

It doesn't matter which render engine is used (Viewport 2.0, Default or High Quality) or whether the material is a Maya or MentalRay shader.

In the screenshot, only the head of the character is showing the artifacts. The used material is a Blinn with only the Diffuse (32-bit EXR; painted in Mudbox) plugged in for now.

How do I get rid of these artifacts?

Intel Core i7 920 @ 3.63 Ghz
nVidia GTX 560Ti
Windows 7 Professional x64

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3ds Max Modeling :: Selecting Faces To Be Textured In UV Editor - Yellow Boxes Grow

May 29, 2013

I'm selecting faces to be textured in the UV editor. The red faces in the pic. The more faces I select (ctrl + click) the more the yellow box grows. Is this normal? I don't recall seeing that behaviour before. I thought it was just supposed to select the extents of the faces..?

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Maya :: Poly Meshes Built In 2013 Won't Open In 2012?

Aug 4, 2012

Have the "ignore version" flag on, but I get this weird message:

The mesh 'standard_exterior_wall1Shape' has no '.fc' attribute. //

for ever mesh I've deleted history on.

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Photoshop :: Turning Textured Portrait Into Non-textured Photograph

Mar 10, 2012

I have spent the last 2 days trying to take a portrait taken between 1950 and 1970 and printed on "Kodak extra life" photo paper made to resemble a canvas painting. I took several photos of this portrait using a Canon 60D EOS. Unfortunately, the portrait looks like it was literally printed on flattened bubble wrap. The Gausian blur can't do enough. Even when combined with ALL of the noise filters AND the sharpen, unsharpen masks. Curves and levels, hues and saturations, radius, inverting, working the image in RAW...

I have tried all available forms posted on the web and I have even tried a few other things just to see what would happen. Gimp with fft failed right along with other programs claiming to be able to do this task. I spent the entire night recoloring pixels in an attempt to get this portrait to lose the bubble wrap and not be so blurred you could go cross eyed looking at it. Unfortunately, when you zoom in on the pixels you can see what could be random brush marks in the "Kodak extra life" paper printed portrait. I am stumped with this one and the web does not have a lot of info regarding this type of image.

The portrait belongs to a friend whose mom died. As they were going through her things they found this photo of her when she was younger than they can recall her being. It is the only one they found. It is stained and color faded, no problem to fix that part of it... I am not sure it can be transformed from "bubble wrap" but I will keep trying until something can change it. I have ADOBE Photoshop CS5 running on windows 7.

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3ds Max Animation :: Character Weighting With Multiple Meshes On

May 24, 2011

I have rigged a character and am skinning. I began skinning the characters base mesh than began to skin his accessories ( Molle Vest, elbow guards etc.) for some reson when i begin weighting these objects it affects the weighting on the base mesh.

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Maya Modeling :: Character Modeling From Animation Academy

Oct 14, 2011

I have a problem when I am modeling my character or rather the character from the animation academy. I have created an NURBS sphere and I want to adjust it to the arm, so I go to the component mode add some isosparms and then it happens!!! I can´t move any vertexes... but in the object mode I can move the hole object.

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3ds Max Modeling :: Multiple Vertices Selected At Multiple Positions (heights) In The Z Axis

Mar 25, 2013

Is there a way to have multiple vertices selected at multiple positions (heights) in the z axis and enter a value of 0 and have all of them jump to 0 in the z axis? Seems like a no brainer to me, but can find a way to do it.

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Maya Modeling :: Pin CV Of A Curve?

Apr 19, 2013

I have a bunch of curves that is going to drive nhair. However I'd like to use the "soft modification tool" to do further adjustments to the curves. But I'd want to pin the root of the curves so it doesn't fly off the head when I use soft modification. Is there any way I can lock or pin the root CV of the curve? (its a cubic nurbs curve)

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Maya Modeling :: Unable To Edit DSM

Jan 8, 2014

I wish to create a testing surface for simulation from a DSM height data (under a college assignment). I downloaded a height data from [URL]........ in a .dwg file format and want to import in on maya and create a surface out of it. 
 
I am using maya 2013 on windows OS.

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Maya Modeling :: Cut Out A Piece Of A Polygon

Aug 21, 2012

[URL]........

This is my model. Simple.

Now the only thing I want to do is to cut out this:

[URL]........

I used the Extrude tool just for visualization. The problem is, working with booleans apparently doesn't work for such objects, it works for freshly created clean polygons, but not for this one, when I try to use "Boolean difference" both objects disappear.

Extruding doesn't work because the faces are still there and I cannot delete them for whatever reason:

[URL].........

My cursor is pointing on the little face, but both are being highlighted. Making a hole through the the "Make a hole" function doesn't work because it only deletes faces as it seems.

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Maya Modeling :: 2013 Won't Let To Select Anything?

Jul 16, 2013

i have been having problems with maya where i can't select  individual faces vertices or anythign other than the entire model

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Maya Modeling :: How To Extrude Edges

Nov 27, 2011

My model loses lambert on only certain faces every so often. Might be related to clicking on camera or trying to extrude certain edges. I want to delete the camera but this happens to the model every time i touch the camera. I can't reapply the lambert by pressing 6 or assigning new material. if you know what's happening.

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Maya Modeling :: How To Import All The Objects

Feb 20, 2011

I am looking for the same function in Maya that I use alot in 3DS. In 3DS, you can "Merge" (import) models from another scene (file) into your current one. It allows you to pick a single model from the imported scene to be imported into the current scene.

I know Maya has the import function but it seems to import all the objects. I just want to import a particular model.

Is this possible in maya?

3DS Max 6 to 2009, Maya 2010
NVIDIA Quadro 1700, Quad Core 2.67GHz, 4Gb RAM
[URL]....

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Maya Modeling :: How To Select Isoparm

Apr 11, 2013

Here is what I've tried so far in creating the pupil of the eyeball:

1. Right click - select isoparm - attempt to select.
2. Right click - select Surface Point - attempt to select.
3. Left clicking
4. Holding shift (and other keys) - attempt to select
5. Right clicking
6. Middle clicking
7. Marqueeing

When I right click - select surface point, I get something that looks like a selection, but it also has an isoparm dotted line.... when I attempt to DETACH I get an error.

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Maya Modeling :: Getting Rid Of Wireframe View?

Nov 20, 2012

I am attempting to import 3d models from a software called Daz studio into Maya. The models enter motionbuilder and 3ds Max with no problem. When I import them into Maya they come in as wireframe. I have been unable to take the wireframe off of the model. The file format I am using is FBX. wHEN I RENDER an image of the model i am able to see it in it's realistic form-but when i attempt to see it in the viewport it is wireframe.

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Maya Modeling :: Hiding Inner Geometry?

Jul 24, 2011

Say I have a car engine that I created. to make it easier on myself I made it out of a bunch of separate pieces. then at the end I combined them into one. somewhere down the line I'll want to animate the pieces separately, but until then I dont want all that inner geometry rendering because it takes up unnecessary render time. is there a function in maya where I can delete all invisible mesh geometry? so then any faces inside the outermost shell will be deleted.

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