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File: Untitled.png (100.41 KB, 854x604)
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>make helmet model in maya
>black, shiny spots appear on certain parts
>applying new materials does absolutely nothing except change the specularity
>reversing normals does nothing
>may have fucked something up in the hypershader
How do I just give it a normal shader? I only do modelling, I don't know what the fuck I'm doing when it comes to the hypershader...
Do the black lines only appear when you smooth the object? Or are those not the black spots, as I see nothing else black...
File: inb4shittopology.png (88.94 KB, 624x487)
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nope, they appear all the time
>Mesh Display>Unlock Normals
>Mesh Display>Conform

If that doesn't fix it... Try Mesh>Cleanup.

And if that doesn't... Edit> Delete All by Type>History, then assign a new material of a different type.
Didn't work.
Yeah, well your topology is shit. You merged poly strips in a crucial deformation zone, enjoy your shitty subdivs.
Anyway, check that you're using actual textures and not just vertex color.
OP have you tried wiping your monitor?
Export the object as an OBJ and import it into a new scene. If that doesn't work, upload it here so we can see how you fucked it up :)
Read the file name, jackass.

Will try this desu senpai
I did read the filename, retard.
Your shitty >inb4s aren't going to stop me from pointing out that your topology is fucking shit.
I really couldn't care less. Do you have anything else to contribute?
How about you try what I mentioned instead of getting butthurt over the obvious, faggot?
No. Now fuck off.

This worked.
Mind uploading the fucked up scene file so we can see what had gone wrong, that way we can perhaps tell you what to avoid doing in the future to prevent that from happening.
>deformation zone
>non-deforming, hard surface model

>implying vertex colours are somehow an issue

You clearly have no clue what you're talking about.
I dunno, that anon sounds like he might deformed plenty of helmets in his days.

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