Just detach the correctly UV'ed faces from the mesh, delete the messed up ones and run symmetry on the correct faces and weld everything back into place. Which is what I think Sean was hinting at. About the copy/paste. Its based on vertex number it won't work within the same mesh because the vertex numbering is different.…
These steps. I'm at "get a place" right now. I have appointments to check some out all week. :) My list isn't exactly the same though, I have a 2.5; a big 2.5. To get a better job, an actual art job rather than a QA job. I am really hoping to get this one going soon. I can't wait to hit step 3. Having a solid romantic…
I know I'm a little late on this. But my external USB HD failed on me (Firelite 40GB). Well the Table of Contents failed. I had to hit Fry electronics for a 44 to 40 pin IDE converter and found someone who had easyrecovery. The sad part is most of the files where so fragmented I was only able to recover maybe 19% of the…
Here's a model i've been working on for awhile.It's Naruto as seen in the new Shippuuden series.The meshh weights at 2356 tri's and i really need comments on it to make it better.here's are some pics of it.
Actually, just got answered: from the author: Hi! There's a need to pack textures as tightly as possible in order to have as few texture fetches in shaders and less (texture) memory. There is a trad-eoff with quality however, some textures need high quality, and others don't. Normal maps typically need high quality as…
I`d say you have a little ways to go before you understand normal maps- firstly I`d look at your rgb channels to develop a better understanding of whats going on. r.128 b.128 g.255 is flat, I.E wont recieve any special lighting info, which is what most of your model is. the dent could be copy/pasted all over your door w/o…