Toribash
Original Post
Maya Help
So I'm still very new to Maya,

So I extruded a polygon, and when I add subdivisions it only does it to the first "cut" and the rest are just flat, any way to fix this so it's all in an equal "thickness"?

img

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Thanks to the both, now I have another question.
So in UV mapping, do I just move the UV shapes wherever I can just to clean the sheet up or is it best to leave it where it was first loaded.
Also if i were to move them, is there any format that It could make it easier when texturing?

The bottom left is what I've moved.

IMG

Last edited by Lucy; Jan 17, 2017 at 10:08 PM.
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Thanks Ezeth, So I guess for pointers, Is this a decent format?

IMG



Edit: I did make the uv's bigger. In case I get corrected.
2nd Edit: How would I go about making the light gray area on the top right bigger?

And I'm also getting this, don't know how to fix it.

Img

Last edited by Lucy; Jan 18, 2017 at 03:11 AM.
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Originally Posted by dengue View Post
the lighter gray area is the uv active area, you can zoom in as well, keep all the UV to that area,
to make everything fit there, just find the menu polygons and select layout, a tip is to click on the box button in the side and configure it.

The other areas can be used to make multiple UV areas used fot animation.

Ok makes sense.
Thanks.

Do you know how to fix the transparent area ingame?
Last edited by Lucy; Jan 18, 2017 at 04:01 AM.
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Well I got all of that, it's just when I put the uv's in game through photoshop, the item appears to be in wireframe.
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Well when inverting the normals, it makes my object black. I don't think that's right.
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Originally Posted by Ezeth View Post
This might be because the texture has a wireframe in it outlining the UVs
This wireframe is nice if you want to see whats going on when painting the texture, but you have to remove it before exporting the texture.

Sorry for not clarifying, it was a transparent wireframe type of deal, but I figured it out,
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