3DNeo opened this issue on Jun 06, 2008 ยท 557 posts
Paloth posted Sun, 15 June 2008 at 1:11 AM
Both top and bottom. It'll reduce texture stretching when the blink and wince morphs are used. I don't know why Daz and Daz style figures are mapped with their eyes open, maybe they want them easily identified. Maybe I'll just stretch the eyelid uvs into the hole area and manually stamp paint the map. I just spent an amusing hour trying to figure out why pixilated patterns were showing up in the area that should have been transparent in the eyebrow and eyelashes part. When I rendered in close-up I could see that the pattern was actually the transparency map repeated over and over again, a clear sign that the part was missing its uv map. I learned that Lightwave's obj. export doesn't save the uvs of a part that has a transparency map and uvs selected in the transparency channel. When I selected the uv map in the color texture channel, Lightwave figured out I wanted the eyebrow/eyelash uv map included for my export.
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