Hey I was wondering has anyone seen this in Maya 2016. I am modelling a Messerschmitt and I am using the duplicate special so I can mirror my sculpt. Every time I open my file I'm getting these green faces in Random places on my model. I was using the stock lambert shader before this happened then I applied a new lambert to fix the problem and now it is back. What does not make sense is that it is only on the instanced side of my model. I am chalking this up to a bug but if its something else I would love if someone could let me know what it is. Cheers.
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The same problem. Stupid maya Stupid AD team. Extract polygons loose textures for new mesh and main mesh. Try scripts to extract polygons and get this green polygons. XSI working great with extract polygons and keep textures and materials.
Just passing through and noticed your derogatory comment "Stupid maya Stupid AD team". I am mostly a hobbyist that has owned licenses to Maya, 3ds Max, and Modo for about 5 years now. I have also used C4D and Blender. All of these products are very good and all of these products contain issues.
I would hesitate calling the AD team and Maya stupid, however. After all, Maya has been the industry standard for more than a decade and is used by nearly all of the significant studios. It seems to me that achieving that level of success in an extremely competitive market saturated with high maintenance customers would require a great deal of skill and intestinal fortitude.
I am not a fan boy of any of the above products. But I do harbor a great deal of respect for Autodesk and their product teams. They are the standard by which all other products benchmark themselves.
Anyway, I thought something needed to be said. I see a lot of AD bashing. I personally think it is unwarranted. They are the big guy on the block and I think this is truly the reason people target them.
Yup, refreshing the model's material did the trick for me too. I just assigned some random Material, and then went back to the one I wanted, and it got fixed. Thanks.
you have corrupt component shading group assignments to a non existent shading group most likely.
simply go into face component mode, select all offending faces and assign your shader again.
This can't be correct. The faces change every time you open the file sometimes they are there, sometimes not, sometimes it's different faces and as already stated when you reassign the shader they come back eventually. In any case its something that was wrong with the first release of 2016 and hasn't popped up again since they released service packs for it.
You say its to a non existing shading group but as previously mentioned no shading groups were created or deleted to create this problem. No shading groups were assigned other than the standard lambert. If the fault is corrupt faces then the same faces would be green every time you open the file. That is not what is happening here. The fact the the green faces are there sometimes and gone other times, and change to other faces when you reopen the scene suggests its a bug.
I'm not arguing. I am merely pointing out that what you are suggesting has already been discussed in the thread and been shown to not work thats all.
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