Hmm.. i remember someone ask a similar question (somewhere) and indeed the UV where (somehow) accidently "shrunken".. they didn't fit anymore.. Another (weird) idea would be.. usually in blender (default theme) the overlay color is white and some orange if selected.. additionally marking the faces in a faded orange.. like…
looks like the border is a strip - you can see a little distortion on the curves. Perhaps it uses a mask and draws it on top of the tiling body texture. I've seen water done kind of similar - tiling water texture and the engine detects the shoreline and puts a trim strip along the border.
Yeah good point! It wouldn't be too hard to have the script set the normals of the vertex face rather than the vertex normal. That way you would get a split on the border of your face selection if the bordering faces have another vertex face direction. I'll definitely look into it!
I do this alot, I've found that its very helpfull to duplicate the spline before converting it to an editablepoly. that way when you are quadifying it if you need to add geometry to a border edge you can snap the new points onto the spline shape and even the borders out while retaining the shape perfectly. Also when you've…
I managed to get this work in ZBrush after all - but it's still not a perfect match due to the UVs not being exactly 0.0 and 1.0. I assume my earlier noise problems raised from the UVs being "over border"? Like -0.0001 and 1.00001 - is there a way to snap them in the borders in Max?