In edit poly modifier, uder Edit Geometry there should be constrint options, from none to edge to face to noemal that you can select, i think that what you want?
http://www.cnn.com/2005/TECH/01/11/davinci.designs.reut/index.html Basically they're saying DaVinci was a frick'n genius. [Edit]Unlike me, since I can't spell.[/Edit]
The idea at least for what i would do with this is make a imm brush and uv that BEFORE making it an imm brush (i haven't tested this) then making the hair and having already made the "topology" (low) you wouldn't have to worry about doing it after the fact, like you are in now. Having suddivided the uv'd low, gives you…
*Edit* For some reason PolyCount is acting up on me and I can't edit my post, so I just want to say that I updated the photos so that the brightness is at seeable values now!
Material editing before/after on the exterior of Hovervette. I'm stilling playing with certain material reflections and bump maps. Lighting, shadows, and render settings are not of production quality; just to show an update on the material editing.
if you hadn't cut the hole yet you could've also used the face constraint in the editable poly -> edit geometry tab thingie. but axis constraints are probably a more fail-proof way :D
awww man Lineage 2 sucked 4 years of my life and then Aion over 2 years.. now this.. ohh sheeeiiit... EDIT phew.. its not an MMO .. lol EDIT 2 oh yes it is.. >___<
Surely this isn't going to be an issue if you just pad your textures after you've finished editing them? It's only necessary for the engine, not in production. Or do you mean in terms of editing baked maps?
You mean Edit>Purge>All? If so, that didn't work. It's like the paint doesnt want to stick :D . It's not a huge deal but i would've liked to be able to use that feature for basic edits at least.