Maya Modeling :: Shading And Polygons

Nov 30, 2011

I'm having trouble with shading objects I imported from SolidWorks using SimLab's plug-in. My problem is two-fold:

First, the polygons appear to have bizarre twists and bends in them, but there are no corresponding edges to create these deformations. Also, Maya thinks all the faces are planar. I tried cleaning up the objects and it yielded no results. These weird twists appear in both the work space and when rendered. I have tried deleting overlapping edges, but it didn't work.

Second, when I try to apply a bump map to my objects, they don't work. I tried using a noise and a fractal bump map and neither appear on the rendered image. However, the Brownian bump map works. I have tried creating other objects in the scene and the noise and fractal bump maps work just fine on those, just not on my imported geometry. I figured out a brute-force method to make the bump maps work - I delete a polygon and use the append tool to create a new polygon - but I have over 110,000 polygons on this thing.

I'm working on an 8-core MacPro running Windows 7 64bit with 32 GB RAM and two GeForce 9500GT video cards.

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Maya Modeling :: Shading Geometry Suddenly Disappears

Apr 22, 2011

I has finished my model and mirror it to different axis and save my project, than closing my maya to go to sleep,Today, i'd like to re-modeling some shape in my dinosaurus eyes.So i would like to delete all the faces in the left side (axis -x ) and re-mirroring again after finishing the reshaping in dinosaurus eyes.

When i delete all the face (axis -x)The shading geometry in the Interior of dinosaurus mouth suddenly Dissapears. (and leaving only the Wireframe !)Whereas in the other parts , the shading was work perfectly.I Tried to Redo, but it still happens.

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Maya Modeling :: Converting NURBS To Polygons?

Nov 5, 2012

I have converted a NURBS object into Polygon Object, however it has still kept the riginal" NURBS object. How do I take the visibility off the NURBS object?

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Maya Modeling :: Converting Polygons To Subdiv

Jun 21, 2012

i have a problem converting polygons to subdiv .when i convert i can only see the object like in wire frame and when going back to polygons i get the same issue.i get this error "// Error: line 0: No object matches name: polyToSubdShape4.

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Maya Modeling :: NURBs And Polygons Not On Same Scale?

Feb 1, 2014

i was creating a simple character(blobs withen blobs). It was going pretty good until i camme across an issue that i can't seem to fix. I first had his neck as a nurb but i realized to do what i wanted i would need to deleted a couple faces so simple create a polygon the same size and shape. So i draged the nurb over clicked create polygon and i made it. The issues was that i can not seem to get them the same size i went to the channel box and typed in the same numbers for size. It was similiar but, was off the entire object was too big. I tried extruding it to match the same rough height and i got that nurb was on a scale that was about 1.626 times larger this. I forgot to mention that i am running maya 2014 student edition.

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Maya Modeling :: How To Join Edges Of Two Separate Polygons

Jul 1, 2011

I'm brand new to Maya just started last night. I'm trying to join two edges of two seperate polygons to achieve one nice smooth edge. I select the merge edge tool and select one edge - its all good - then I try to click another and nothing happens; and ofcourse when I hit enter it says select more than one edge .

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Maya Modeling :: Extruding Faces On Polygons / Smoothing Them

Jan 17, 2012

I am having a problem with extruding faces on polygons and then smoothing them. Maya does not seem to want to keep my faces together, and instead, splits them up.

I extrude without smoothing and it looks fine, but after smoothing, everything splits up.

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Maya Modeling :: Fill Hole With Polygons Then Clean Up With Split Polygon Tool

Aug 20, 2012

I am building some geometry and need to fill in this area, (ie fill hole with polygons then clean up with split polygon tool) but I am new to nurbs and am trying to do this model with nurbs. I usually use hull mode and move the hull down into the piece of geometry, but it won't move correctly that way.

So in the picture below i am trying to fill the red area and have it go into the green surface. The curvature of the green area makes it not line up correctly(ie fitting to the curvature of the green surface) when using the "moving hulls" approach. I was seeing if there was an easy way to go about this.

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Maya Modeling :: Polygon Split Tool Does Not Split All Polygons

Sep 2, 2013

I made all my polygons with the same technique but somehow interactive polygon split tool does not split all polygons... I attached a file with which I have problem. Split tool just "disappears" after submitting changes... 

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3ds Max Modeling :: Polygons Don't Blend In

Oct 16, 2013

Problem i encountered by attaching two objects together. These problems may occur only in the viewport, haven't tried rendering or anything, but it's still pretty annoying:
 
When i finished attaching the head to the body in a proper way, i mirrored that as well, and the polys don't blend in pretty well even tho i welded all points along the attach line
 
I mirrored half body and all these weird shadows appeared (they disappear when i activate turbosmooth).
 
All polys have same ID set and are all in the same shading group.

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3ds Max Modeling :: Link Two Polygons To Create A Box?

Feb 6, 2013

I'm having a problem with linking two polygons together to create a box shape

I've attached an image to show you what I mean, I'd like to connect each of the 4 vertecies on one polygon to 4 vertecies on the other to create a box

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3ds Max Modeling :: Locked Polygons While Modifying?

Mar 18, 2013

Is it possible to lock some polygons in a object and when e.g. twist it a little bit? I'd like those polygons to keep their shape while rest polygons deforming.

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3ds Max Modeling :: How To Connect All Polygons In Object

Feb 3, 2014

How can I connect all polygons in object?Here You are example: I want stretching and rotating arms, but don't recommend bones and skin etc.

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3ds Max Modeling :: Turning Polygons Into Faces

Mar 17, 2012

I have a bit of a pickle, I am doing some models for Skyrim, I now have the mesh imported, have already done some modifications to it, but fot the parts that are going to beng I need to turn some polygons into faves(three sided) so they would bent better.

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3ds Max Modeling :: Move Polygons In One Direction?

Feb 11, 2014

I am using 3ds max 9. I want to move multiple selected polys to center using select and move but i don know how.

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Maya :: Contour Shading Not Working In 2012?

Jul 21, 2011

We have been generating technical illustrations using Mental Ray in Maya 2011 with brilliant results. The studio upgraded to Maya 2012 and we now find that when we render any existing scenes, or any new scenes using entirely Maya 2012 nodes, we don't have any contour lines.

Our scenes are setup as follows:

Materials - Contour_Shader_Simple.outValue > ShadingGroup.miContourShader
Cameras - Contour_Composite.message > Camera.miOutputShader
Render Globals - Mental Ray Tab > Contours > Contrast Shader > Contour_Contrast_Function_Levels
Render Globals - Mental Ray Tab > Contours > Store Shader > Contour_Store_Function

why the scenes now don't have any contour lines?

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3ds Max Modeling :: Rectangular Marquee Is Not Selecting All Polygons?

Aug 8, 2013

My rectangular marquee is not selecting all polygons within the rectangular selection.

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3ds Max Modeling :: How To Make Pink Curve In Polygons

Jul 31, 2013

im noob in 3ds max. how can i make this pink curve in my polygons. i know how to use booleans but i cant align it with my polygons.

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3ds Max Modeling :: Slicing Polygons (cylinder With Plane)

May 26, 2012

Is it possible to slice one poly with another poly?

For example, the attachments shows a plane intersecting a cylinder. How would I slice the cylinder with the plane?

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3ds Max Modeling :: Creating Polygons On The Edge Of The Window

Sep 4, 2012

I have a minor problem with creating some polygons on the edge of the window - inner and outer side. As you can see here: I need to connect neighbouring vertex and I do not want to do it manually by creating polygons one by one. Isn´t there any modificator in max I could use to do that automatically??

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3ds Max Modeling :: Polygons Of The Model Colliding Each When Import Into Scene

Apr 25, 2012

I have download building model in 3ds format, when i import the model into scene. the polygons of the model colliding each. what may be the problem. they have used very low mesh with lot of Boolean. how to recover this model or i have to create new? . i have attached the screen shot also.

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3ds Max Modeling :: Scale A Group Of Polygons In Their Local Axis?

Jul 6, 2013

how do I scale a group of polygons in their local axis? I have seen people doing this fine in Maya.
 
I have attached an image that explain this clearly. It's a simple cylinder, extruded and when I scale the extruded polygons in local x axis, they get scaled in crazy different axes.

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Maya :: Convert Lofted Surface Into Polygons?

Jul 1, 2013

is there a way to change a lofted surface into a polygon?

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Maya :: Clustering Of Paint Effects On Polygons?

Feb 11, 2012

my problem is that when I make a polygon paintable and try to paint on it, my paint effects don't go where I make contact between the brush and and polygon. they tend to cluster around one node whereever I paint the polygon.

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Maya :: Convert Displace To Polygons With History?

Aug 26, 2011

There seem to be some errors in the code for Modify > Convert > Displacement to Polygons with History. My scene uses an animated displacement map, coming from an image sequence. The displacement works as advertised, but I keep getting execution errors. Here is the code for the offending expression, which was created silently when I issued the conversion command:

if(!Disc1_MeshShapeDisplacement1.disableDisplacementUpdates){
updateAnimatedDisplacement( "Disc1_MeshShape","Disc1_MeshShapeDisplacement1","displacementShader1.displacement");
}
//Setting the following attribute here dirties the mesh so Mental Ray updates properly
Disc1_MeshShapeDisplacement1.featureDisplacement = 0;
//The next two lines cause the expression to trigger when editing attributes that affect the displacement
float $dummy = displacementShader1.displacement;
Disc1_MeshDisplacement1.inheritsTransform = true;

The only way I can stop the constant error messages is to comment out the code or disable expression evaluation.

The error messages are annoying, but I can live with that. The real problem comes when I try to select keyframes in the timeline. I shift-drag across keys to select them, and they highlight at first, but then the highlighting immediately goes away. I am forced to use the Dope Sheet instead. Disabling expressions doesn't work, so I don't know if this problem is related to the displacement expression or not.

Displacement in Maya has a very bad reputation, and based on my experience, it's well-deserved. Another issue I have is that after conversion with history, multiple shape and transform nodes are visible in the Outliner, and it is not clear what's going on. The documentation for this feature is only two lines long, and does not explain anything. Apparently there is a pre-displacement shape and a post-displacement shape in the scene, sort of like how nCloth has an input and output mesh. But with displacement w/ history, users get no guidance on how all of this is supposed to work.

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3ds Max Modeling :: Edge Extrude Create Unwanted Flat Polygons

Nov 20, 2013

I have a plane that I transform into Edit Poly, only one polygon. I select an edge, click extrude, 1cm height and 0 width. But instead of having 2 polygons, I have 4, the extras two being on the outside edge of the newly extruded polygon. These polygons aren't really visible, but they cause lots and lots of problems! I have a lot of extruding to do and I would love to specify the dimension of the new polygons, that's why I used Extrude instead of simply Shift-dragging.

At the moment, after each extrude, I select all my vertexes and do a weld with a very small threshold, that seems to eliminate those extra polygons, but it's annoying and counter-productive.

I'm using 3ds max 2012 64 bits, service pack 2 and I updated last week.

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Maya :: 2014 - Thicker Lines Feature In Viewport Shading Menu?

May 13, 2013

What happened to the Thicker Lines feature in the view port Shading menu? This is an absolutely essential feature! Is it part of the removed features in Maya 2014?

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Maya :: Model Flashing Polygons In View Panel

Feb 23, 2012

I have a couple of students whose models are flashing polygons badly when I orbit the panel. It kind of looks like when you have two polygons residing on the same plane, but I checked and that is not the case. The flashing stops when I zoom in on the model. When selecting an object, it becomes transparent (when zoomed out a bit).

The students said this occurred after they brought their model into the student edition, which they have at home, and saved it.

I am at a loss, and visually it is really bad. The renders are fine. Some of their objects have some modeling issues, but the flashing occurs with all objects, even simple ones.

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3ds Max Modeling :: Convert To Edit Poly Turns Random Polygons Black

Dec 14, 2011

I don't know what is going on but it is getting on my nerves. I created an OBJ file for my Glock model that I'm working on and re-imported it into 3ds Max to remove any five sided polygons. 3ds Max fixes them automatically this way. This fixed model won't export as an editable mesh, it gets stuck on "preparing polymesh for poly export" and I have to ctrl/alt/del to shut the program down. After some research, a few boards say to change the mesh to a poly. Tried that and I have random black polygons appear and I don't know what to do to fix it. I've attached both the file and an image to this post. The glock on the left is my original model and the one on the right is the OBJ I imported to have four sided polys throughout.

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Maya Animation :: Copy Polygons For Only The Head To Model Into Blendshapes

Jul 7, 2011

We have an animal character mesh for the body and head together, there's not a good place to separate the head for blendshapes without showing an obvious seam.

Is there a way to just copy over the polygons for only the head to model into blendshapes? I don't want the entire mesh to copy over for blendshapes - I'm concerned that making so many blendshapes from the entire mesh would take up a lot of memory and resources.

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Maya Animation :: Edit Joint Weights Without Having To Deal With Amount Of Polygons?

Jul 26, 2013

So I am trying to set up a mouth rig using joints. How would i go about smoothing my mesh, and still be able to go back and edit the joint weights without having to deal with a ridiculous amount of polygons?
 
[URL]....

This video kind of shows what i am looking for, the guy is editing a minecraft character rig he has. At around 4:30, you can see him editing the skin weights on a low-poly mesh, even though he tested adjusting the shape of the mouth when the geometry was in a smooth state, the video is timelapse so its very hard to tell what he did to achieve this. Note that he is also not redering in mental ray, so he is not just using smooth mesh preview.

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