i would suggest that u make each normal in a different photoshop document and then when you are happy with the result you can then merge them into one document is that what you were looking for at all?
The "Symmetry" plane you saw is merely the preview for the Quick Planar Map gizmo. By default it faces the average of the selected surface normals. Selecting both sides is weird though. Could be both were inverted.
Try moving the light back...it looks like its right on top of her. Other than that...make sure you merge verts, make sure your edge normals are set correctly, etc...
This is a project I am currently working on for a class. We got split into teams and everyone had to pick two themes and merge them together to create a character. My team got steampunk cavemen!
great looking stuff. How did you pose this guy? If it was the Z transpose did you have to merge all subtools together to move it more better? Or did you move subtool by subtool?
I usually stop dynamesh once I have the basic volumes/silhouette formed. If I know I don't need to pull out or merge more appendages, I no longer need dynamesh.
@tonysladky: My comment regarding the sword design was merely a quick reply - I expected krisCrash to do further reaserch. Interesting to know the history behind that period's sword-smithery, so thanks for highlighting.
Isn't the point of this script request also to preserve (inflate?) the volume though? Or am I wrong? Is merely aligning the verts and spreading them out with equal edge length and distance from centre enough?
http://boards.polycount.net/showpost.php?p=856912&postcount=34 For characters/weapons, typically the lightmap is merged down into the diffuse map. For environments typically the lightmap is a separate bitmap, using its own separate UV.
I went through this the other day only to go back to maya and realize some of my verts werent merged. I group everything as one mesh as well...not sure if you do the same.