Alright I found a way to do it. So in NSUV select UV island and use the function "GetTexelDensity" then select another UV island which is same and use the function "SetTexelDensity".
It's actually completely *predictable*. If you have a tool selected other than a transformation tool, just click back to a transformation tool to be able to right click select UV's again.
what i do is to set up a skylight , put on lightracer on the render , and when i select normal map in the render to texture i also select lightmap. good luck !
I was told that it is better to frequently rotate your model around while sculpting (rather than select an orthographic view, sculpt a bit, then select another orthographic view, and repeat
BigErn, for tweak, make sure you have "Click drag select' checked in your selection preferences? Haven't noticed any changes with the Target Weld, seems to work as usual.
Hi, You can stitch the edges together by selecting one edge in the uv editor, right-click and " stitch selected " . Click on the little square and put 0 in bias value.
the texturesa are already built .select the normal map slot and then check normal bump map slot then loaded normal map and selected the sequence . no sequence is playing whats the correct procedure
Hey Neox, I've updated the script to select unmatched vertices! Everyone should redownload it anyways, as I've found a logic error pertaining to the vertex selection that can creep in occasionally.
Looks like the face normals are flipped on the black shaded parts of the mesh. Select the black faces and select Flip under the Edit Polygons rollout, then try welding the verts again.
Awesome! And I was just pondering over how maya determines selection order a few moments ago. I didn't follow your logic on choosing the offset with multiple selections?