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Texture Disappearing…
Posted: 03 May 2008 07:18 PM
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I am having this same problem over and over, and this time for no apparant reason.  All of the beveled edges ar disappearing when I try to attach a texture to it.  I have already tried deleting history, and that doesn’t work.
Thanks in advance.

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Posted: 05 May 2008 01:43 PM   [ # 1 ]
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their not really disappearing - it’s just showing you that you’ll need to recreate your UVmap for the object since you modified the geometry
finalize your geometry before texture mapping…

 
 
 

Posted: 05 May 2008 05:33 PM   [ # 2 ]
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And I do this… how?

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Posted: 06 May 2008 07:58 AM   [ # 3 ]
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by “finalizing” I mean that you stop modifying the geometry…
wait to texture map until after you’ve got the modeling done…

 
 
 

Posted: 06 May 2008 08:17 AM   [ # 4 ]
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And what do I do when the modeling is done?

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Posted: 06 May 2008 10:12 AM   [ # 5 ]
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When you modify any object, UV map is a real mess. N8skow maybe means that there are tree basik stages:
1)Modelling
2)UV
3) Texture
4)rigging and other
When you’ll finish modelling, tune your object well for easy rigging, texturing, snadow and light cast and receive correctly.
Create your scene finally, to say: ‘That’s what i want’ I don’t need to replace, modify, add or delete objects’ smile. Only after that you should start to create and modify UV and other.

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Posted: 06 May 2008 04:28 PM   [ # 6 ]
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Also be mindful of your normals and if you have back face culling on. it’s good practice to always check your normals.

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Posted: 07 May 2008 09:56 PM   [ # 7 ]
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Okay, lets say I have completely finished my object, and am ready to texture it, but I run into the problem stated above.  What do I do to fix it?

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Posted: 08 May 2008 10:20 AM   [ # 8 ]
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ok, simple enough
8.5

First turn on back face culling to see if any of your face normals are reversed( ViewportMenu: Shading>Backface Culling)

If there are(Flipped Faces), select your model and conform your normals(PolygonMenu: Normals>Conform) or select each reversed face (PolygonMenu: Normals>Reverse)

Then open your UV editor and check your UV layout (there really isn’t a quick button to fix UVs but it looks like your using a procedural shader so the dirty fix is to select your geometry and Create UVs > Automatic mapping.) You’ll want to learn how to layout UV in general (Maya Help is a good place to start or look online)

Then go to Edit > Delete By Type All > History (good practice for modeling to clean up a finished file)

Now apply your shader.

If this doesn’t work I’d have to see the model to see the underline issue.

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Posted: 08 May 2008 11:04 AM   [ # 9 ]
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And don’t let the UV to place chaotic. Better relax or unford, it bepends of tour object. If you have troubles with UV, maybe you should import it to photoshop and draw texture manual

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Posted: 08 May 2008 07:26 PM   [ # 10 ]
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I use Pelting tools for texturing, is there any way possible that it could interfere with that process?

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