texture problem with new extruded polygons?


#1

Hi, I put a bunch of holes in my model… so I extruded edges and made new polygons to fill them. Now maya won’t recognise them as parts of the whole. I’ve tried deleting all surface materials, assigned a new lambert to a single poly-shape, and made numerous attempts at deleting all uvs and remapping. Nothing works.

The pic is a close-up of a girl’s lower lip. The texture map isn’t complete, but you can see what’s happening. (There are lots of other holes elsewhere so I can’t simply cut out the new bits & stretch the original surfaces).

Any suggestions much appreciated,
Steve


#2

you need to fix the UVs, this must always be done after extrusions or bevels.


#3

Thanks MasonDoran, I did suspect it would be something like that. I did eventually manage to fix it although sadly I’m not sure which of the many things I tried actually did the trick.


#4

must be UVs. merge verts and reapplay uvs or try to fixing it with unwrap

:slight_smile:


#5

The geometry can only be adjusted to a very limited amount after the UVs have already been created. You can e.g. insert edges, but when you do extrusions etc. you will almost always have to unwrap the mesh/ part of the mesh again.


#6

Hi guys, and thanks for replying.
ezekiel66, you’ve explained the issue better than I did.
I, in fact, knew WHAT needed to be done, just not HOW to do it. Simply creating a new UV set of the whole object didn’t seem to work, even when combined with deleting the old UV sets.

A new extrusion must get its own attributes (poly surface, UV set if it’s been mapped etc).
Maya (I think) won’t let you delete all uv sets from a poly surface. So probably the answer has to do with removing the new poly surface info without actually deleting the new surface.
I still don’t know how I fixed it.

Brasil, you say merge verts, maybe that was it? Oh well, it’s sure to happen again :slight_smile:


#7

Hi!

UVs and UV Sets are two different things, UVs are like coordinates on a map telling your texture where to appear on the surface (of any type, poly, NURBS, subd etc), UV Sets allow you to have different maps that describe different ways for textures to appear on that same object. UV Sets are more or less an advanced feature that not many people have to use (I’m generalising but I work in texturing and hardly ever need to touch them).

When you add new geometry, in the form of an extrusion or bevel or anything that creates new faces, it’s as if a new island rises up from the ocean but our maps don’t know it’s there yet. It exists, but we wouldn’t know how to tell an explorer (or texture) how to get there. As mentioned, inserting edges is ok because it’s like adding a new state or territory to Australia, it doesn’t change how to get there.

To fix problems like the one you showed, you just need to add them into the UV map you already have. You can select a bunch of faces and open the UV Texture Editor and see exactly where they’ve been randomly put (possibly covering the whole UV map), then go into UV component mode and just move/scale/rotate them into a better position matching where the surrounding faces are mapped to. There are much more efficient ways to do it but that should get you started.

Sorry if all that sounded patronizing but sometimes hearing it a different ways helps it makes sense!

EDIT: I suppose UV Sets probably get used a fair bit in games, silly me. I’m coming from the TVC/animation side of things.


#8

Great Jared, just the sort of explanation I need. I did think uv’s and uv sets were pretty much interchangeable terms. I’ve been doing what you suggest and it works. I’ve now realised that the map displayed in the texture editor may not be the actual map (the one Maya is using) – no wonder nothing I did made any difference! :slight_smile:
Cheers
Steve


#9

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