Thank you SO much for this amazing tutorial. I have been trying to learn the UV mapping for months and always failing until I saw this video and the amazingly easy way to do it. Subscribed!
I learned more in 20 mins by watching your vid than i did attending multiple classes. My instructor is an amazing artist that knows his craft. But you sir, have a gift for teaching that my school's instructors can't match. I usually use youtube for watching anime clips and youtube comedians. But i'll make an exception and subscribe to your channel. Thanks~
I just want to say THANK YOU! this video has saved me almost hours of clicking around maya, pulling my hair trying to find how to get uvs going the right way. Sure it takes time, but really was helpful. modeling is something but texturing is another. I might have to watch this video over a few times to memorize the method that you used. :)
great and very well explained tutorial. I've been trying to wrap my head around uv texturing for a while now, and this has been very helpful. Thank you! I'll definitely be looking forward to more of your videos.
Great video. A lot of other video tutorials always mentioned that over lapping UV's is a no no, but here it's seem it's not the case. God this was bugging me for a long time. Thanks!
Thank you for this, and I appreciate the detail of explanation, even mentioning the button to show texture in the viewport (I had that figured out already, but) it is greatly appreciated. It only takes a second to mention the baby steps, not enough tutorials out there do this. When I get up tomorrow, this will be my assignment for the day, unwrapping and texturing. I have a fairly complex model built but I have yet to properly unwrap and texture anything. Exciting stuff, man.
Nepu-Tech USA I suggest you download Autodesk's Bonus Tools for Maya. It's free and adds some very useful features, including the "Auto Unwrap UVs Tool" which I love.
thanks for the tutorial, helped a lot, especially with the getting rid of transparency node. please make more videos on the new node systems of 2016 if you have time
thank you for sharing! However, you miss the part where you actually go back and forth between photoshop and Maya to paint the texture. what do you do if you want to match up a line between two uv islands?
very useful tutorial thanks ,this technique is good for games and low poly models but what should be the pipeline when work for very high quality renders how to layout uvs in that situation for achieve good texture quality thank you ...
thanks for video, question, making an object building ect. what would one do with photoshop to create the diffuse and normal textures before applying them back to the object. i realize this is a little off the topic but that is a step in this process im having trouble with, thanks for the videos easy to follow
how can i create a separate uv map for my characters eyes that is an animated image sequence ? the whole model is in the uv work space, even when i only face select the eye area polygons. any help would be greatly appreciated
I have a question: Now I am a beginner so I built this simple room with a door and 2 windows. I mapped it using your method shown in this video and textured the map in Photoshop. when I try to render the scene i get this error: mental ray encountered a fatal error. The system may have become unstable. Please save the scene and exit Maya... then Maya crashes. I am using Maya 2015 Student edition. I tried resetting preferences, cleared history, open as administrative but until now I am receiving the same error before it crashes
Also how do you paint your models. Do you do it in PS, or would you paint it in a 3d space in say substance? Im just learning how to texture and its not the most documented thing on the internet so anyone that can help is a wonderful person!
+jampakdd Painting 3D can be arrived at in a few different ways. Yes, polypainting is excellent and a huge timesaver...so I would definitely get really good at that. Use Zbrush because it's the most supported software and chances are good that any studio you go to will want to be using that. Most supported means most forums and other nerds like me making youtube videos. Now....once you polypaint something, you're going to have to clean it up in Photoshop...because making something look nice and pretty in zbrush is NOT the same as making something look good in a game engine. There's a lot of clean up, optimization, and bug fixing. For example, the seams of the UVs are going to be visible unless you're smart about where you put them. Make sense? Feel free to come back at me if you're stuck.
So as a modeler I personally try to keep things clean and symmetrical (unless they need to be A symmetrical of course) would you say its important to keep UV maps symmetrical like you had the sides of the forklift the same but sometimes there are those tiny edges that just dont get unwrapped right and are attached to the other face unlike the one that was already placed, basically since im not sure if that is clear is should I worry about having a very "clean" UV map?
+jampakdd I wouldn't worry about the symmetry of it. If you have some pieces hanging out that are different from one side to the other, that's ok. You need to do this: keep your UV shells the same texture resolution, make as few UV shells as possible (within reason), and arrange them in such a way in the 0-1 space that you can quickly paint them. Your value to your company and your team is how fast you can make quality. UVing something in a smart way is a big way to reduce the total amount spent on a 3D model. It pays off in so many ways downstream.
+Sandy Nguyen mostly. If you have a large object that requires more texture space you can expand and make it tile, but it will tile, it is not extra texture space. 0-1 is all the texture that is available. They do that for large structures like walls and bridges etc, but if you use UDK the lightmap has to be in to 0-1 space, but that is another story.
+infinitesimotel yeah, I'd agree with all that. To take it one step further, think about a car that will have four different paint jobs on it. Grand Theft Auto comes to mind. The artist would put the UVs of all four different layouts in the four quadrants and the game engine (read as: the programmer) would control which UV quadrant is used to display the right paint job. This is called UV Sets in game development jargon. For now, keep everything in the 0-1 space. As an aside, zbrush throws up if any UVs are leaking outside of the 0-1 space.
Hi Kevin, thanks for the insight. Question: Would you make multiple sets of UV for lets say an environment and output those sets with higher resolution to have more information in the texture to make them look sharper and with more details?
Answer for real time/Unreal/Unity/Games: It's a balance between what you need for the art to look really good and what you need for the level to run at a minimum frame rate. Answer for pre-rendered/film: Lean towards visual quality but realize that the higher the resolution of the textures, the longer the render times will be. In other words, don't make 8k textures on a 3D model that only needs 2k. Be smart about where you sign yourself up for work.
Thanks Kevin. Yeah, its actually for an animation. Want to make the background 3D with painterly textures so it needs to look like a 2d painting background but in the 3D model.
ok, well, just don't make the mistake of planning to make massive textures if photorealism is not the style you're looking for. Imagine how much time it will take you to paint 8000x8000 pixels compared to how much time it will take you to paint 1000x1000 pixels. A very common issue in production is underestimating how much time each individual step will actually take. It can lead to burn out, long nights, and most frustrating of all: unfinished projects.
I'm sure there's a way to do a live preview, but it's probably complicated. Get Substance. So much better than Ps. Indie license is like $75 or something like that when it goes on sale. Super worth it. And they have a free educational license if you're just learning it. You could always try Photoshop's 3D tools, but um... yeah... not great.
Brandon Miracle Yea I want to learn how to use Substance later on! It's so cool and it's even on Steam! I learned to preview in Maya btw, all you have to do is link a PSD file instead of an image and then Maya can refresh as soon as you hit save on Photoshop is really cool :) Hey do you have Steam? I would like to add you :)
hi sir Kevin thanks for this wonderful tutorial it's a really big help on me. and btw sir can you please a tutorial on how to export 2 material into 1 ? like i have 2 different object and i want it to be 1 so i need to make the 2 material into 1 too. please i hope i delivered it correctly :)
Good video. As a recent convert from 3dsMax, I'm finding Maya's unwrapping tools to be incredibly frustrating. The automatic tool and unfold tool are cool and all but nothing with the control of Max's Pelt Mapping? Seems so backwards (no pun intended).
Plugins are not reliable since a version change can break them and you never know when they will stop support them and you're left gimped forever. The way I use the Maya tools is not use them at all! xD I only use 3 tools, Cut UV Edges, Unfold and Sew UV Edges. I ignore EVERYTHING else and do just fine xD
THIS. Nepu-Tech and I share an opinion on the subject of plug-ins. In the 7 months since I've converted and basically forgotten everything I know about 3dsMax, I've found a really good workflow for Maya unwrapping. 1. Planar Map each major surface according to the plane that fits best (or camera angle, which is super useful sometimes). 2. Spread out your various UV shells to work on. If any shells are backwards, flip them at this point. 3. Select the UV points of a shell in UV editor. 4. Shift-RightClick (and hold) for a flyout menu and select "Smooth UV Tool". 5. Drag the "Unfold" invisible slider to the right and watch the magic happen. (NB: occasionally this gives you a tangled mess, which either means you should try the "Relax" invisible slider in the same tool first, or perhaps break the shell into smaller shells that you can unfold separately and sew back together.) Of course, you could just let Zbrush auto-unwrap everything and just tweak those in Maya, but that's a-whole-nother story.
Brandon Miracle Haha thanks! ^^ Well I'm still learning unwrapping and just came across a problem. I made a really complicated model with a lot of small parts, do I have to unwrap each and every one separately? Because it looks like such a shore :( and Wow Zbrush Auto unwrap! I love Zbrush how come I never thought of that! I need to give it a try xD
Nepu-Tech USA Hey Nepu-Tech USA! I can give you answers to many of these questions if you are in need of a few pointers. But to answer the question at hand.. it depends upon the small part that you are making. If it a duplicate of the original part, the answer is No, you do not have to unwrap each one. You can use Mesh > Transfer attributes.to transfer the UVs. Also the answer to your pelt mapping question is that Maya can do something like that, or exactly that, if you are willing to use a plugin.
its not such a big deal with hard surface models provided the n gons are on a flat surface because when you export the mesh for games at least, you would export in tris and them n gons will then triangulate. different story for something like characters that need good quads for animation and skinning
God, I miss the old textre layout of 2015. I'm using the 2018 maya, and it literally is fucking me off! Everything is dispersed here and there and everywhere. It's so fragmented and unnecessarily complicated! GRR.
ok i want to make new styles of furniture for a game I do decorating in as a profession. I know how to use the games current unwrapped maps to change the color and fabrics on an item. So their wood bed I can make cloth instead but is always the shape of their bed map. no one seems to understand when i ask HOW do i make a NEW style of furniture _ there are a few players who do this but they do not share trade secrets well haha- So I now know I need to unwrap and make a map of the bed or couch that I want and I get even how you do that with yor great tutorial- but WHERE on this earth do I get the original object im unwrapping???
no matter what i do my textures are always stretched.. everything is perfectly unwrapped , textured in photoshop but once i get into maya it all goes to shit..
+Rodmaster144 Use the Ash UV grid or a checker to check how your unwrap is going. I know it;s frustrating, but keep at it and you will get it right very soon.
Lol NOOOO!!!, you cut out you actually texturing in photoshop I would've watched that... plus I wanted to see how you actually texture the UVs "your way... " looked like it was all from scratch too... probably photoshop brushes...
+Nati Celliers I originally made it in 3DS Max. It had zero tris. When I imported it into Maya using .obj, it converted a lot of quads into tris. It's just one of those things about moving from one package to another. In then end, a hard surface vehicle will still behave (animate) the same way. If this were a character, it would be a problem.
+Kevin Burgess yeah I've heard it does that, I haven't tried 3D max, but still a helpful video. I've only been doing this 2ish years so still a noob in essence. Thanks for response
Kevin, You might have more luck exporting it as an fbx file. It has a triangulate option and will export quads from Maya. It should do the same from Max.
Finally uv unwraping tutorial that isn't table or box... thank you!
Thank you SO much for this amazing tutorial. I have been trying to learn the UV mapping for months and always failing until I saw this video and the amazingly easy way to do it. Subscribed!
2018 still it’s the best in depth tut 🙌🏻 Thank you 😀
I learned more in 20 mins by watching your vid than i did attending multiple classes. My instructor is an amazing artist that knows his craft. But you sir, have a gift for teaching that my school's instructors can't match. I usually use youtube for watching anime clips and youtube comedians. But i'll make an exception and subscribe to your channel. Thanks~
I just want to say THANK YOU! this video has saved me almost hours of clicking around maya, pulling my hair trying to find how to get uvs going the right way. Sure it takes time, but really was helpful. modeling is something but texturing is another. I might have to watch this video over a few times to memorize the method that you used. :)
+Megasky9 take notes!!! XD and if physical notes aren't your thing open up Google Keep and take notes there... I like using it.
THANK YOU! this is straight to the point after searching endless videos on youtube :D Thank you again !
Thank you, I am new in this program, u are teaching what my teacher haven't touched yet.
Best UV Mapping video I have seen so far.
great and very well explained tutorial. I've been trying to wrap my head around uv texturing for a while now, and this has been very helpful. Thank you! I'll definitely be looking forward to more of your videos.
I learn new thing from this video, connecting psd fill to psd node in maya when texturing. Thanks for the tutorial.
Great video. A lot of other video tutorials always mentioned that over lapping UV's is a no no, but here it's seem it's not the case. God this was bugging me for a long time. Thanks!
YOU ARE GODSENT! I have been trying to find a video like this forever. Thank you so so so much for making this! Be my mentor, senpai!
Thank you for this, and I appreciate the detail of explanation, even mentioning the button to show texture in the viewport (I had that figured out already, but) it is greatly appreciated. It only takes a second to mention the baby steps, not enough tutorials out there do this. When I get up tomorrow, this will be my assignment for the day, unwrapping and texturing. I have a fairly complex model built but I have yet to properly unwrap and texture anything. Exciting stuff, man.
Please come back and do more tutorials! Amazing work so far.
OH MY GOD this video teaches so much! Thank you!!! You're the best!
"*grunt*... Ok, I duplicated a wheel... *annoyed voice*"
I like it. Thumbs up!
Will you make a tutorial on how to make the textures?
Thanks :)
Amazing video and excellent explanation! Your video has helped me a lot! Thank you very much :)
If you find a good tutorial for that pls let me know, I can only find Blender ones :(
Nepu-Tech USA I suggest you download Autodesk's Bonus Tools for Maya. It's free and adds some very useful features, including the "Auto Unwrap UVs Tool" which I love.
thanks for the tutorial, helped a lot, especially with the getting rid of transparency node.
please make more videos on the new node systems of 2016 if you have time
This is great ref thank you very much! Very clear and great to follow thank you
Very easy to follow tutorial, thanks!
Thanks man! I f**** learned finally how to uv map correctly, and all thanks to you!
Best tutorial on UV's thank you.
Nice tutorial man, you explain good.
thankyou so much ,it helped me a lot .its the easiest way
Thx for the trick with button Move and sew!
this is so awesome, thank you so much for this wonderful tutorial
That was really helpful. Thank you.
We need a redo in Maya 2018? Thank you for your time this still relevant.
Great Tutorial !
Thank you so much for sharing !
thank you for sharing! However, you miss the part where you actually go back and forth between photoshop and Maya to paint the texture. what do you do if you want to match up a line between two uv islands?
Thank you so much for this tutorial! It's very useful!
Thank you So So much! This video is really helpful!
Good tutorial, thank you!
Awesome. Great tutorial
very useful tutorial thanks ,this technique is good for games and low poly models but what should be the pipeline when work for very high quality renders how to layout uvs in that situation for achieve good texture quality thank you ...
how can you see the others polygons where you select someones? cause when I select polygon, others dissapears
thanks for video, question, making an object building ect. what would one do with photoshop to create the diffuse and normal textures before applying them back to the object. i realize this is a little off the topic but that is a step in this process im having trouble with, thanks for the videos easy to follow
how do you have that gray color background mapping. I only have the checkered background.
how can i create a separate uv map for my characters eyes that is an animated image sequence ? the whole model is in the uv work space, even when i only face select the eye area polygons. any help would be greatly appreciated
19:23
Ah. Chasm City. certainly have a good taste, mr
and as other comments say, you go about simplifying an ardous task for most of us
lovely tutorial but what is going on with that topology tho
Why did you have to combine the tires to the rest of the forklift
Great tutorial, tnx a lot buddy.
could this process be faster with maya bonus tools ?
Thank you for your video.I come from China, a lot of harvest. ^-^
I have a question: Now I am a beginner so I built this simple room with a door and 2 windows. I mapped it using your method shown in this video and textured the map in Photoshop. when I try to render the scene i get this error: mental ray encountered a fatal error. The system may have become unstable. Please save the scene and exit Maya... then Maya crashes. I am using Maya 2015 Student edition. I tried resetting preferences, cleared history, open as administrative but until now I am receiving the same error before it crashes
Thank you lifesaver 😬😅👍🏻😍
YOU ARE SO GOOD MAN!! THANK YOU SO MUCH *-*
Also how do you paint your models. Do you do it in PS, or would you paint it in a 3d space in say substance? Im just learning how to texture and its not the most documented thing on the internet so anyone that can help is a wonderful person!
+jampakdd Painting 3D can be arrived at in a few different ways. Yes, polypainting is excellent and a huge timesaver...so I would definitely get really good at that. Use Zbrush because it's the most supported software and chances are good that any studio you go to will want to be using that. Most supported means most forums and other nerds like me making youtube videos. Now....once you polypaint something, you're going to have to clean it up in Photoshop...because making something look nice and pretty in zbrush is NOT the same as making something look good in a game engine. There's a lot of clean up, optimization, and bug fixing. For example, the seams of the UVs are going to be visible unless you're smart about where you put them. Make sense? Feel free to come back at me if you're stuck.
So as a modeler I personally try to keep things clean and symmetrical (unless they need to be A symmetrical of course) would you say its important to keep UV maps symmetrical like you had the sides of the forklift the same but sometimes there are those tiny edges that just dont get unwrapped right and are attached to the other face unlike the one that was already placed, basically since im not sure if that is clear is should I worry about having a very "clean" UV map?
+jampakdd I wouldn't worry about the symmetry of it. If you have some pieces hanging out that are different from one side to the other, that's ok. You need to do this: keep your UV shells the same texture resolution, make as few UV shells as possible (within reason), and arrange them in such a way in the 0-1 space that you can quickly paint them. Your value to your company and your team is how fast you can make quality. UVing something in a smart way is a big way to reduce the total amount spent on a 3D model. It pays off in so many ways downstream.
+Kevin Burgess Thanks.That was really fast too!
Awesome tutorial. For a second I thought you would delete the forklift and then texture map using a demo cube...
great tutorial!
For the uv's of the object, we need to put all the uv's in the 0,1 space right?
+Sandy Nguyen mostly. If you have a large object that requires more texture space you can expand and make it tile, but it will tile, it is not extra texture space. 0-1 is all the texture that is available. They do that for large structures like walls and bridges etc, but if you use UDK the lightmap has to be in to 0-1 space, but that is another story.
+infinitesimotel yeah, I'd agree with all that. To take it one step further, think about a car that will have four different paint jobs on it. Grand Theft Auto comes to mind. The artist would put the UVs of all four different layouts in the four quadrants and the game engine (read as: the programmer) would control which UV quadrant is used to display the right paint job. This is called UV Sets in game development jargon. For now, keep everything in the 0-1 space. As an aside, zbrush throws up if any UVs are leaking outside of the 0-1 space.
Thank you! :D Great tutorial
Hi Kevin, thanks for the insight. Question: Would you make multiple sets of UV for lets say an environment and output those sets with higher resolution to have more information in the texture to make them look sharper and with more details?
Answer for real time/Unreal/Unity/Games: It's a balance between what you need for the art to look really good and what you need for the level to run at a minimum frame rate.
Answer for pre-rendered/film: Lean towards visual quality but realize that the higher the resolution of the textures, the longer the render times will be. In other words, don't make 8k textures on a 3D model that only needs 2k. Be smart about where you sign yourself up for work.
Thanks Kevin. Yeah, its actually for an animation. Want to make the background 3D with painterly textures so it needs to look like a 2d painting background but in the 3D model.
ok, well, just don't make the mistake of planning to make massive textures if photorealism is not the style you're looking for. Imagine how much time it will take you to paint 8000x8000 pixels compared to how much time it will take you to paint 1000x1000 pixels. A very common issue in production is underestimating how much time each individual step will actually take. It can lead to burn out, long nights, and most frustrating of all: unfinished projects.
I understand. Thanks a lot Kevin!!!
You have a beautiful voice
How do I paint and see what I'm doing in Photoshop? like it must be hard to paint if you can't quickly preview your UVs.. :(
I'm sure there's a way to do a live preview, but it's probably complicated. Get Substance. So much better than Ps. Indie license is like $75 or something like that when it goes on sale. Super worth it. And they have a free educational license if you're just learning it.
You could always try Photoshop's 3D tools, but um... yeah... not great.
Brandon Miracle
Yea I want to learn how to use Substance later on! It's so cool and it's even on Steam! I learned to preview in Maya btw, all you have to do is link a PSD file instead of an image and then Maya can refresh as soon as you hit save on Photoshop is really cool :)
Hey do you have Steam? I would like to add you :)
how do you select multiples part on the model on the same UV map? been trying but its driving me crazy with not working
+Rebecca Hall Mesh -> Combine
+Brian G IM SUCH A IDIOT omg of course thank you very much!
+Rebecca Hall No problem :)
really nice video thank alot :)
great vid thx a lot
Could you use the same technique in Maya 2014?
+Excib Yes....very little difference between the two versions when it comes to UV Unwrapping and modeling.
Alright! Thanks for the quick response mate.
awesome!!!!
Thank you so much
Great Tutorial ! PROJECT PLEASE Thank you so much for this tutorial
Thank u So much buddy
would be better with a link to the model to follow along!
thank you it's to help full ;)
hi sir Kevin thanks for this wonderful tutorial it's a really big help on me. and btw sir can you please a tutorial on how to export 2 material into 1 ? like i have 2 different object and i want it to be 1 so i need to make the 2 material into 1 too. please i hope i delivered it correctly :)
THANK YOU!!
Good video. As a recent convert from 3dsMax, I'm finding Maya's unwrapping tools to be incredibly frustrating. The automatic tool and unfold tool are cool and all but nothing with the control of Max's Pelt Mapping? Seems so backwards (no pun intended).
Brandon you might want to look into a plugin called RoadKill. It might feel more familiar to you. www.pullin-shapes.co.uk/page8.htm
Plugins are not reliable since a version change can break them and you never know when they will stop support them and you're left gimped forever.
The way I use the Maya tools is not use them at all! xD I only use 3 tools, Cut UV Edges, Unfold and Sew UV Edges. I ignore EVERYTHING else and
do just fine xD
THIS. Nepu-Tech and I share an opinion on the subject of plug-ins.
In the 7 months since I've converted and basically forgotten everything I know about 3dsMax, I've found a really good workflow for Maya unwrapping.
1. Planar Map each major surface according to the plane that fits best (or camera angle, which is super useful sometimes).
2. Spread out your various UV shells to work on. If any shells are backwards, flip them at this point.
3. Select the UV points of a shell in UV editor.
4. Shift-RightClick (and hold) for a flyout menu and select "Smooth UV Tool".
5. Drag the "Unfold" invisible slider to the right and watch the magic happen.
(NB: occasionally this gives you a tangled mess, which either means you should try the "Relax" invisible slider in the same tool first, or perhaps break the shell into smaller shells that you can unfold separately and sew back together.)
Of course, you could just let Zbrush auto-unwrap everything and just tweak those in Maya, but that's a-whole-nother story.
Brandon Miracle
Haha thanks! ^^
Well I'm still learning unwrapping and just came across a problem. I made a really complicated model with a lot of small parts, do I have to unwrap each and every one separately? Because it looks like such a shore :(
and Wow Zbrush Auto unwrap! I love Zbrush how come I never thought of that! I need to give it a try xD
Nepu-Tech USA Hey Nepu-Tech USA! I can give you answers to many of these questions if you are in need of a few pointers. But to answer the question at hand.. it depends upon the small part that you are making. If it a duplicate of the original part, the answer is No, you do not have to unwrap each one. You can use Mesh > Transfer attributes.to transfer the UVs.
Also the answer to your pelt mapping question is that Maya can do something like that, or exactly that, if you are willing to use a plugin.
Why does the model have N-gons?
Isn't that a bad thing?
its not such a big deal with hard surface models provided the n gons are on a flat surface because when you export the mesh for games at least, you would export in tris and them n gons will then triangulate. different story for something like characters that need good quads for animation and skinning
ah alright thanks. That makes sense.
Hi Thank You
Nice Video
thanks mate
thanks
perfect
God, I miss the old textre layout of 2015. I'm using the 2018 maya, and it literally is fucking me off! Everything is dispersed here and there and everywhere. It's so fragmented and unnecessarily complicated! GRR.
ok i want to make new styles of furniture for a game I do decorating in as a profession. I know how to use the games current unwrapped maps to change the color and fabrics on an item. So their wood bed I can make cloth instead but is always the shape of their bed map. no one seems to understand when i ask HOW do i make a NEW style of furniture _ there are a few players who do this but they do not share trade secrets well haha- So I now know I need to unwrap and make a map of the bed or couch that I want and I get even how you do that with yor great tutorial- but WHERE on this earth do I get the original object im unwrapping???
search up nightshade uv editor. its realllly good and works great with 2017
no matter what i do my textures are always stretched.. everything is perfectly unwrapped , textured in photoshop but once i get into maya it all goes to shit..
+Rodmaster144 Use the Ash UV grid or a checker to check how your unwrap is going. I know it;s frustrating, but keep at it and you will get it right very soon.
lol extra shelf button, good tutorial though.
Lol NOOOO!!!, you cut out you actually texturing in photoshop I would've watched that... plus I wanted to see how you actually texture the UVs "your way... " looked like it was all from scratch too... probably photoshop brushes...
You da real MVP Kevin
turn xray on and off and the transperancy should be gone too.. At least it works on my machine.
..
Thanks for info, your model has a lot of tri's :(
+Nati Celliers I originally made it in 3DS Max. It had zero tris. When I imported it into Maya using .obj, it converted a lot of quads into tris. It's just one of those things about moving from one package to another. In then end, a hard surface vehicle will still behave (animate) the same way. If this were a character, it would be a problem.
+Kevin Burgess yeah I've heard it does that, I haven't tried 3D max, but still a helpful video. I've only been doing this 2ish years so still a noob in essence. Thanks for response
Kevin, You might have more luck exporting it as an fbx file. It has a triangulate option and will export quads from Maya. It should do the same from Max.
Wow this is definitely annoying kind of work. At least if you have a BIGGER and more complicated object ofcourse
Thank You !!
Thanks!
thanks!
thanks
Thanks