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Symmetry without screwing up UV's
01-29-2013, 07:05 PM
Post: #7
RE: Symmetry without screwing up UV's
If one point on one side moves along it's normal by 1 world unit, move the other point along it's normal one world unit. If one flipper has been scaled differently then it will not work right and the artist will need to correct for that. Most of the time a-symmetrical features. . . like on a face or animal are minor tweaks. Where I think things would get hairy is when the artist decides to model in a mole on one side but not the other. At that point the point count and topology has changed. . .
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RE: Symmetry without screwing up UV's - Wegg - 01-29-2013 07:05 PM

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