Don't buy it, it's so slow it's no use. In cs5 you can assign an hotkey to the color selection dialog, use that instead. Or you could use the color selection hud thingy, very poorly integrated in the workflow, but still it's there.
Because of all the extrusions I am having a hard time selecting by section because everything has tiny connections which i am unable to select unless I do it manually. Thank you for replying!!!!!!!
Not exactly sure if this is the solution you're looking for but you could have the first layer selected, then add the second mask to your selection. Edit: nvm I think I know what you're talking about, lol
Ive just been adding people that were in the polycount group, then you can select the group option and select polycount, that way they know why your adding them, and if your not in the group yet you should be :D
Harl doesn't talk about foldovers though. I like to use a lasso selection to create a temporary mask, and paint right up against it, invert selection, paint other side, then deselect and feather out the ends.
I'm having a bit of trouble wrapping my head around your method from descriptions alone. Are you generating three mesh to curve outputs, sampling and blending them then offsetting points around? I'm asking because I'm doing something similar to generate hair cards, blending different curves for root, body of the card and…
Would those sharp edges happen to be creased? The crease setting is under Edge selection mode. Select the questionable edges and check the crease value. If it's set to a high value, it will cause the problem you are having. Default is 0.
there is no need to delete edges: under the "loop tools", there is an "AutoLoop" option which you should turn off, then select a vertex for the highest point, finally select all edges you want to curve and hit the "curve" button.
You can mask things by UV island or polygon element to avoid bleeding. Create a mask on your layer, then use the Selection tool (4 on your keyboard) to paint a mask using polygon/element/uv selection.
Nope, attaching them keeps sub-objects separate (you can check by selecting them when in "5" mode - sub-element selection). Using boolean union would combine them and weld into a single object.