Okay then maybe your n-gons wheren't planar? Luckily blender has select similar: normal or coplanar. (Strange thought: I wonder if different flat or smooth face shading influence normal baking.. never came across this.. does you have different face shading?)
Hi there. So I don't know if this is something that maybe blender did to change thing or update but usually when you do something you do something like unwrap you get the panel to change the margin and see the result as shown so you can see how it effect the result. But for some reason when I do a pack island I don't get…
Additive blending is no longer supported in Toolbag. What you'll likely want to use is Refraction or Thin Surface for the outer shell of the eye. You can enable either mode in the Transmission panel in the Material Editor. You may want to select the shell mesh and disable shadow casting on it as well.
Maybe it's more the Navigation option "Orbit Around Selection" which may have his interest (don't remember if it's checked by default). Note also the Numpad view navigation shortcuts: Shift Numpad 4 or 6 which allows to turn around a bit like 3dsMax orbit mode.
you just modeled sloppy :p just hit ctrl+Backspace whenever you remove a vertex or edge selection as it will remove the associated verts as well which will avoid what you have there. As for the triangle flow there is always the option of 'Edit Tri.' and Turn to flip some of the triangulated edges.
lick on the imageshack images till you get the full size image, then right click on that image and select "copy image URL". Then back here at polycount use the [img][/img] tags to embed the images. That way we don't have to click the xtra steps and see ads on imageshack.
Pretty cool trick, but you noised up the background, I see pores and your model went from having cute man-stubble to, where did I park my bear. Probably selectively mask out some more areas? Still a cool trick tho =)
The fact hypershade is slow is due to the time it needs to load all the materials, preview..It's always been slow.. but with 2011 it appears slower..sigh.. However I didn't notice sluggish in other aspect...The select tools, move tools settings which used to be slow is now more reasonable.
use render to texture to generate your AO maps the same as you do for generating your normal maps. just select complete map instead of normal. then overlay your AO maps generated over your diffuse in pshop and mess with brightness/contrast and opacity in the layer settings.
After a lot of fiddling with settings I've run into a problem I can't seem to solve or understand. I have no clue what causes it, it's just weird... Weirdest thing is it only happens when I build the full level, not when I only build selected Really confused...