Here's the high poly shaded, lo poly with baked AO, and lo poly shaded views. Okay, so is there a way to get Photoshop CS2 to bleed an edge pixel of a selection by a certain amount? Like UV margins, only with Photoshop selections instead. I'm not entirely sure what you mean about the dead space in the uv and the open…
Thanks for reposting that EarthQuake. I learned a bunch of good stuff there. Question based o the images, are you setting your "dark" on the AO pass to something like 50% grey, or do you correct levels after output? Sastrei, it sounds like you are looking for the Expand and Contract options under the Select>Modify menu in…
Ok, by dead UV space I mean its not being used on a detail that's going to be seen. If you have a face with something abutting it or another chunk O geometry inter penetrating it, the covered areas still have UV space assigned to them but that area could be considered "dead" as far as usefulness in displaying textures to…
I think I've found a partial fix based on what you've all been saying - involves selecting an area off the uv map and using that to delete the problem areas in the hi poly bake. I'll post pics later and if I can get all the model tidied up, just wanted to drop a note in the meantime. Definitely learning alot, and…
Earthquake - Thanks for the tip on tweaking the baked maps. I was too bent on using them as is, when a quick fix in Photoshop worked in most instances. Your workflow as well was very helpful to see - mine was almost exactly the same, sans exploded mesh of course. It also reinforced that I was on the right track with many…
Bitmap - exploded mesh? Will google it up (and a quick search turns up nothing for Blender), and I think I know what you're talking about, but I'm not sure it's possible in Blender. You're right though, all the same. MoP - Adding more polys I agree would likely minimize the issue, however, the model shown at the bottom of…