You could include the hair cap like mentioned or make the hair cap a shell just for baking. You can remove the thickness later. Intent is jsut to block the rays from crossing sides.
Hey PC I'm have a weird issue with my normals or maybe it has to do with marmoset. I have a a half UV shell baked out and I'm duplicating it and combining the two meshes into one. Below I have a a image of the problem.
Interesting. http://www.destructoid.com/square-enix-licenses-unreal-engine-3-29460.phtml I smell multiplatform coming from this. Square's done Playstation for so long, they need to play catch up with other developers in multiplatforming.
Anybody else going to be watching this? They have a live stream on their website. http://www.spike.com/event/vga2009/page/live-camera thoughts? edit: i spelt the title wrong. lol. please add a 'd' mr. moderator :)
Update: Working on adding some noise in the form of barnacles and shells and a lonely starfish. Got quite a lot left today before I can work on the shoe and base.
Hang on though... that kid that got 'mugged'. What was taken out of his bag seemed to be still in a plastic shell, missing the outer packaging. What if he was also a looter?
I'm pretty sure the program is "dDo" not "dDo2" by the way. There's only a 2 for nDo2. Small error but it'll look more professional to make sure everything is spelt correctly.
1. Move the mirrored shells +1 out of 0-1 space. Mudbox hates direct overlaps. 2. Not sure, but try subdividing it without smoothing and see if it helps.