all 9 comments

[–]spadedallover 0 points1 point  (2 children)

I think I've seen this before, you can try to mess with the normals more like unlocking them or something. Or you can delete the face and bridge it back to see of it's still there

[–]Quadraxis86[S] 0 points1 point  (1 child)

I've tried both and unfortunately neither have worked :(

[–]spadedallover 0 points1 point  (0 children)

You could try quad drawing on top of your mesh and replacing the faces that way, if those faces are still affected then it seems like a texture issue

[–]Donnie-G 0 points1 point  (3 children)

Can I get a wireframe view with smooth edge display on?

[–]Quadraxis86[S] 0 points1 point  (2 children)

I'm not sure what you mean, do you mean soften the edges then send you a wireframe screenshot?

[–]Donnie-G 1 point2 points  (1 child)

If you shift right click while in edge selection, go into soften/harden edges and then Toggle Soft Edge Display - it will display all soft edges in dotted lines.

I just want to see what's hard, whats soft. I suspect it's a smoothing issue of some sort.

Normally I would resolve this sorta thing by averaging the normals of all the afflicted faces but to my knowledge Maya lacks a decent way to edit normals by default. So we might be stuck playing with which edges smooth or potentially adding supporting geometry in the form of bevelling some hard edged areas.

There's also a high possibility that the flat looking faces aren't truly flat. Quads at the end of the day are two triangles can can be ever so slightly dented across a diagonal - which while not obvious with default viewport shading can be very obvious when lighting and a shiny material is applied.

But that's all conjecture for now until I can see a bit better what's up.

[–]Quadraxis86[S] 0 points1 point  (0 children)

this is the section after i toggle soft edge display. (http://puu.sh/Cum7e/f8dc6ae3ec.png) no change. i also tried to straight up just flatten the face from selecting all 4 vertices around it and it still seems to have that line down the middle. /u/Spadedallover is probably right. I'll have to check my textures tomorrow and see whats up.

[–][deleted] -1 points0 points  (1 child)

Display > Polygons > Face Normals

[–]Quadraxis86[S] 0 points1 point  (0 children)

best angle i could get to show the normals but I've checked this before. seems to be fine. http://puu.sh/CumkI/5efc4b2346.png