Re: Mirrored geometry (3D painting)
Originally posted by PinkDagger
after dusting off the paint brush i think you're doing what i think you're doing....
turn off reflection
i assume you went Texturing > 3D Paint > []
under the stroke menu in the attributes is the option for reflection...
of course if it isn't that (which i would assume you tried, or at least your professor pointed you to) then you're screwed because i have no idea! :p but someone else might
although, i don't know if your paint brush gets duplicated if your UVs overlap. most likely the two halves of the model have the same uvs... you should change that if they do
on a non-painting topic looking at your mesh you really really need to spend a lot of time cleaning it up
you should aim to have your faces four sided at least and at most
you should aim to have verts only having 4 edges connected to them, although it's ok to have more or less, it will look cleaner if you don't have 6 edges going into one vertex like you do on the inside of the hood there
the mouth is all weirded out, so i can't really see if that's the lips or teeth
but yeah... it makes deforming (when you animate) a lot smoother and easier if your faces are four sided (quads)
also, posting a screen shot of your mesh does not tell us anything about your UVs and how they are laid out. you need to post a screen shot of the texture editor found in the polygon menu set.
UVs only exist in 2D space after all....
that's a "Ch" pronounced as a "K"
Computer skills I should have:
Objective C, C#, Java, MEL. Python, C++, XML, JavaScript, XSLT, HTML, SQL, CSS, FXScript, Clips, SOAR, ActionScript, OpenGL, DirectX
Maya, XSI, Photoshop, AfterEffects, Motion, Illustrator, Flash, Swift3D