This is how the model looks when it appears in the viewport, Why is this ?
The model was sculpted in Zbrush and imported to Maya as an FBX
The model consists of about 3 million polygons
Working in Maya 2024
Any help is appreciated
Have you assigned a shader with the textures?
Hi, @Christoph_Schaedl Yes I have added an image texture to the model and the issue still persists, However in wireframe mode there is no visual distortion as depicted in the screenshots. I'm currently working in 2024.1
"However in wireframe mode there is no visual distortion???"....can you explain what you mean by this? and provide more info (Various Screenshots) on where you got the model, textures ,Uv coordinates and shading networks.
Notice that the wireframe is clean, there is no visual gaps in the wireframe that are consistent with the gaps that appear on the texture, I'm using Lambert for the shading with an image texture painted in substance painter
Looks like you have thickness on the fabric, it should be single sided , the inner faces are showing on the camera side of the model. You can adjust the scale of the model and the camera clipping plane so that they don't show up in the viewport. You can also talk to the modeler who sculpted it and inform that this is not how characters are made in production or for sale.
Best regards.
This character is useless for animation unless you retopo the whole thing. Characters can have a variety of polygon count depending on what is going to be used for. If animation is something you wanna learn there are many free rigs online you can find to download and practice and there are many animation schools on the internet that offer full courses for beginners or intermediate level.
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