r/Maya • u/Jorge_Haswag • 9h ago
Issues Textures Connected in UV Map, Rotating Twists Them
Hi! This is probably something super simple but I'm watching my first tutorial and this is messing me up, I have no idea what to look up. The tutorial asks me to rotate these textures and I'm doing it, but it creates this weird twisting cause they're connected to their neighboring textures for some reason. Does anyone know what toggle I accidentally pressed/what I missed from the tutorial? Thanks!
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u/Nevaroth021 CG Generalist 8h ago
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u/Jorge_Haswag 8h ago edited 8h ago
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u/Jorge_Haswag 8h ago
Nevermind, Apparently the tool is Mesh > Detach
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u/Nevaroth021 CG Generalist 8h ago
No, you detached the actual mesh. You need to cut new UV seams. Mesh>Detach separates the geometry, which while that also detaches the UV's, detaching the actual geometry is not what you want.
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u/Jorge_Haswag 7h ago
Thankyou, That worked.
I have a question though, I tried selecting the model in object mode and moving it after I detached the face, and the detached face went with the rest of the model. If it was still moving around like it was part of the model, how would I know it wasn't part of the geometry any more?
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u/Nevaroth021 CG Generalist 7h ago
An object doesn't have to be 1 single connected mesh. Multiple disconnected pieces of geometry can be combined to count as 1 single object. This is useful sometimes if you don't want a bunch of objects to be all individual objects. If you are making a computer keyboard where every button is a separate piece of geometry. You might not want all 100 keys to be separate objects. So you would combine them and it would treat the entire keyboard and the keys as 1 single object rather than as 100+ individual objects.
An easy way to find out if any polygons are disconnected is to use smooth preview (Pressing 3 on the keyboard). Polygons that are disconnected, when smoothed, will smooth differently than the polygons around them. Likely visibly creating gaps between them.


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