thought so too when it was pointed out to me. makes layers appear useless for assets that receive a lot of tweaking over the course of a production. no there are no masks going on, these are just default zbrush meshes treated to the move brush with layer recording toggled a bunch of times.
Here's where I'm at currently, though I feel like this is too similar to his default splash, so I'm gonna go back and try a few more ideas before I decide on whether or not I want to keep this as my final comp.
You can modify the height channel blending mode. By default it is set to Linear Dodge, which accumulate detail from underneath layers.Change the beldning mode to Normal to have the new layer "covering" the previous layer and adding that transition to make it push inward or outward.
First off, apply a uvwmappingclear modifier and start again following what you've learned from Eric's link. The mesh you've imported isn't unwrapped by the sound of it and has defaulted upon import to a jumbled mess. That's why the green lines(uv seams are everywhere)
That's because both walls share the same material. You can see it in the top right of your window screenshot. The material is called Default. Create a new material for each individual texture you'd like to apply to your scene and this should be resolved pretty fast. :)
nice stuff. I think your homepage should have a default main image though. I had a bunch of thumbnails on the left and a giant white space the rest of my screen. You tell the viewer what to look at if you plop a big image there
Sure sounds like missing or wrong exe path. Since settings are tied to scenes in Blender it might just be it works fine in one and not in the other. I would make a new scene, set it up and save as default. That's the safest bet to ensure it's always working.
Btw, I would go lower than I got there. I just did the default value when creating it at 18 sides. 8 or 12 sides should suffice, which makes it easier on you to connect the two parts later down the line.
Just stumbled over this: http://commons.wikimedia.org/w/index.php?title=Special:Search&limit=500&offset=0&redirs=0&profile=default&search=Medieval+Sword+&uselang=de Tons of hi res images (around 5x4k in size) of different kinds of swords.
Ah yes, unfortunately the only thing is to manually delete that additional faces. I also wish this doesn't happen by default and actually i sugested fix for this issue exactly, together with some other extrude stuff, quite a while ago on Maya beta forum but...