Problems with UV Unfold and Non-Manifold Geometry After Merging Mesh Parts - Maya
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Hi everyone,
I’m working on a low-poly character in Maya and I’m running into issues when trying to unfold the UVs, later I want to animate that model and getting it into Unity. Maya keeps warning me that it needs to “fix non-manifold geometry”, and when I let it fix the mesh, some vertices that I previously merged become separated again.
Here is what’s happening:
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I merged several areas of the mesh that were visually touching ( skirt with inner legs and arm with torso.).
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When I use UV → Automatic or try Unfold, Maya detects non-manifold geometry in those merged areas.
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When it fixes it, it un-merges the vertices, and I don't know if that it's correct, for later animate it.
My questions are:
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What is the correct workflow in Maya to avoid creating non-manifold geometry when merging parts of a low-poly character?
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Should areas like the skirt, sleeves, and other clothing pieces remain separate meshes and not be merged into the body, but then I have problems with animation?
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What is the recommended way to clean up the mesh before UV unwrapping so that Unfold works without breaking the merged vertices?
I want to make sure I understand the proper workflow before continuing the UV layout and rigging process.
Thanks in advance for your help!
This post has been edited due to: @heather_tracy added the product to the title to help more community members find this topic.