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>make helmet model in maya >black, shiny spots appear on

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Thread replies: 16
Thread images: 2

File: Untitled.png (100KB, 854x604px) Image search: [Google]
Untitled.png
100KB, 854x604px
>make helmet model in maya
>black, shiny spots appear on certain parts
>applying new materials does absolutely nothing except change the specularity
>reversing normals does nothing
>may have fucked something up in the hypershader
How do I just give it a normal shader? I only do modelling, I don't know what the fuck I'm doing when it comes to the hypershader...
>>
>>503015
Do the black lines only appear when you smooth the object? Or are those not the black spots, as I see nothing else black...
>>
File: inb4shittopology.png (89KB, 624x487px) Image search: [Google]
inb4shittopology.png
89KB, 624x487px
>>503017
nope, they appear all the time
>>
>>503021
>Mesh Display>Unlock Normals
>Mesh Display>Conform

If that doesn't fix it... Try Mesh>Cleanup.

And if that doesn't... Edit> Delete All by Type>History, then assign a new material of a different type.
>>
>>503022
Didn't work.
>>
>>503021
Yeah, well your topology is shit. You merged poly strips in a crucial deformation zone, enjoy your shitty subdivs.
Anyway, check that you're using actual textures and not just vertex color.
>>
>>503015
OP have you tried wiping your monitor?
>>
>>503024
Export the object as an OBJ and import it into a new scene. If that doesn't work, upload it here so we can see how you fucked it up :)
>>
>>503025
Read the file name, jackass.

>>503030
Will try this desu senpai
>>
>>503031
I did read the filename, retard.
Your shitty >inb4s aren't going to stop me from pointing out that your topology is fucking shit.
>>
>>503032
I really couldn't care less. Do you have anything else to contribute?
>>
>>503033
How about you try what I mentioned instead of getting butthurt over the obvious, faggot?
>>
>>503034
No. Now fuck off.

>>503030
This worked.
>>
>>503035
Mind uploading the fucked up scene file so we can see what had gone wrong, that way we can perhaps tell you what to avoid doing in the future to prevent that from happening.
>>
>>503025
>deformation zone
>non-deforming, hard surface model

>implying vertex colours are somehow an issue

You clearly have no clue what you're talking about.
>>
>>503063
I dunno, that anon sounds like he might deformed plenty of helmets in his days.
Thread posts: 16
Thread images: 2


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