those seems could also be due to stretching on the adjacent faces or the facenormals facing in different directions. one way to fix those is to add cuts on flat planes and use those as UV seams so the faces on adjacent to it face the same direction. maybe that will help.
....please punch Cthulhu in the face...please punch Cthulhu in the face...please punch Cthulhu in the face... The more I think about this movie, the more excited I get for it.
I do have the latest update for the character's face. I'm not sure if it's any better than the 1st update on the face though. It's based loosely on Dane Jackson's face
[ QUOTE ] Face is too long buddy! [/ QUOTE ] I think the forehead is getting a bit high, but the face can be that long if you want. Its just not a typical face.
Is it possible to disable face highlighting when selecting groups of verts/edges? It is really annoying. If I want to select faces I'll go into face sub-object mode.
check the way your face (quad is facing).... that is the other thing i can think of.. if the face is in the wrong direction it will render black.. unless u select 2 sided.
but i dont want to do a loop selection...just want to be able to start with a selection of a face and then within that loop pick another face and it then selects all the faces inbetween.
Not sure what I am looking for in the face / vertex normals. Face normals are at a 90* angle, and vertex normals seem to flow with the angle of the edge where faces meet.