This is exactly what i do in my script but i dont g anyrompt and the bones gets stripped from the skin modifier so i have to reload them then load the enveloppe
You can also unwrap half, apply the symmetry modifier to the mesh. That will get you UV's that perfectly overlap. Then if you need to, you can flip and weld one of the overlapping shells.
A quicker method might be to isolate those individual polygons that are causing problems, invert your selection (so they are hidden) then do Tool > Geometry > Modify Topology > Del Hidden, then Close Holes.
hmmmm. i'll post a modified version with more of a "spooky" feel and have you guys help me decide. i suppose i could always have two versions at the end
The bend modifier doesnt commune with Angels, it does quite like Angles though change "bendAngel 90" to "bendAngle:90" so Just a typo, maxscript syntax is very forward compatible.
Well found that if I stack a Edit Poly modifier on top of my Unwrap that I can hide geometry that gets in my way. But then have to toggle it on and off to view selection of faces.
if you know blender you can easily adopt all the stuff done in max/maya to blender most modifiers only have a different name, but do the exact same thing
I've already said this on Kotaku but if they use Gamebryo they can consider one less sale from me. That engine is pure evil and no amount of modifying will fix that. Nuke it, start with ID 5.
SaferDan: Thank u for the comment. I used splines to do all the patterns and small details. Then i applied a bend modifier to the splines to help it curve and bend around the main object.
There IS a Max script for this that adds a Edit Normals modifier to the stack containing the computed vert normals. We use it all the time: http://www.polycount.com/forum/showpost.php?p=1690226&postcount=48