My first guess would be that you first added the cloth modifier and afterwards scaled the mesh? IIRC It'll return to its original scale once you run the simulation.
nicely done- could use some embers here and there. I feel like you are modifying a particle subUV with some UV distortion for the tendrily bits or is that pre-rendered in the sprite?
looks fairly similar to the "unfold strip from loop" button in the unwrap uv modifier. minus the relax part. unless im totally misunderstanding what the peel uv's does.
Yay! I have a question..will we be able to modify existing meshes? If that ability exists..I don't see it. Would be good to be able to change textures and update the mesh and so on.
There's always this script; http://www.mariussilaghi.com/products/smooth-edges Or select the loop and use FFD modifiers...not quite the same feel though..maybe hiding verts not in the loop will freeze them?
I was just wondering if anybody knows how to make it so that the UVW Unwrap modifier emits from a straight parallel view so the UV's are the same shapes as the highlighted polygons???????????????
Tried contacting the owner of the script, just kept getting bounced emails. A call out to our scripter's on the forum...can anyone modify the script as per my previous response?
Thanks Synergy. Unfortunately, there was no secret, amazing technique.. As I was just nailing composition, I decided to use a modified photo from CGTextures, with normals generated in Crazybump. Sorry to disappoint!
The mirror modifier or pretty much any other method of mirroring works in local space. It seems like your object's transform is rotated. You have to it CTRL+A and apply the transform.
Thx @Fansub, appreciate your response. I will send you my modified version through email soon (not that you need it, but hey if it helps you to release 2.0 someday)