odf opened this issue on Oct 27, 2008 · 13979 posts
odf posted Tue, 29 September 2009 at 8:47 AM
Well, I've fixed my software, so it can do reverse sub-d again. Whenever you send me a mapping for the high-res mesh, I can hammer it onto the low-res one.
About the toecaps (what you call "foot stuff"): the intention was to use them for second skin stocking textures. In the low-res mesh, you see that the first two rows of polygons of the toecaps match the corresponding rows of the feet exactly. The first row is meant to be invisible, and the second one for blending between stocking and skin texture on the foot and between transparent and stocking texture on the toecap.
Or something along those lines. At any rate, I was asked to make it so that where the feet and toecap have matching polygons, those polygons would also have identical UV coordinates in order to make that kind of texture blending easier. Look at my mappings to see what I mean. Obviously, I can't and won't force you to do that
, but I thought at least I should share that information.
-- I'm not mad at you, just Westphalian.