here is everything you need to know. Watch the video, you have your issue and solve there. Then read everything else! http://www.polycount.com/forum/showthread.php?t=107196
It seems you solved the question, but I'd like to add that I set ambient to 100 and diffuse and specular to 0, on basic material, so it behaves like flat color.
What you need to do is open a thread about losing motivation and post about finding that the English Premiere League is a source of inspiration for your career. Problem solved.
cool. I'm willing to help test. A feature that would be great would be to solve the pipeline issue of wanting to set up scenes in Maya, and export this information to a Unity scene.
I always get the same edge orientation as viewport when triangulating, perhaps you mean the vertex normals?. If so this can be solved by locking the normals before triangulating.
Solution: Put ads on GA.org and hire some people or round up some volunteers to help run the site. Problem fucking solved. Jesus, Fred, how hard is that?
Thanks for the patch, I think this solves it. I still run into some crashing on larger projects, but I'm going to see if the new GPU fixes this. Thanks so much!
There is some issues of clipping initially. Solve by using pins, collision distance, dropping second layer, adjusting morph targets ztools. Then if all that fails sculpt the fix in zbrush