move the shells of the copies on the U or V axis by 1 UV unit this will make it so they don't bake over each other but have them sample from the same part of the texture.
+1 The most painless projects ive worked on used version control. none of the 'which file version is the most recent' bullshit. and providing people comment their commits its a pleasure to use.
I just managed to bought The Techniques of Dylan Cole 3 Advanced Digital Matte Painting for some bucks at ebay :) Unfortunately part 1 wasn't available there. But I will practise with part3 then :)
That still seems EXTREMELY egregious IMHO. You need to take that target and probably 1/3 it at, least. That kind of tri count is something that is typically reserved for characters in current gen games.
1. This one is simple, press F2 to toggle between face highlight/edge highlight. 2. I've actually never tried doing that, maybe someone else here may help.
Found the solution: 1. I had to set AcceptsReturn AND AcceptsTab to true. Only *Return didn't worked 2. I had to check if Enter was pressed and paste a line break manually
actually seforin they can already regrow lost finger tips. Pretty damn cool its called extra cellular matrix http://news.bbc.co.uk/1/hi/health/7354458.stm
ray traced shadows only make a sharp shadow if your lightangle is zero.. THIS is a raytraced shadow with a lightangle of 1.5 and only 1 shadow ray and it exactly looks like your bake....