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Old 22-04-2010, 04:41 AM   #16
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I got it again Mayaniac. Painful but got it. Drew my shape on face of poly, then deleted the main face, bridges to edges, filled holes and split poly to get the shape right. Extremely long winded.

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Old 22-04-2010, 04:56 AM   #17
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sorry Perfecto!!! didnt mean to usrp. Here is a pic for you anyway :attn:
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Old 22-04-2010, 12:14 PM   #18
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I don't mind at all. Key hole looks good.
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Old 22-04-2010, 02:54 PM   #19
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cheers mate took bloody forever!!!! got it down pat though, moght be the long way but I devised a cunning plan, bahahahaha
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Old 07-05-2010, 04:26 PM   #20
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thank's for post
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Old 02-06-2010, 09:10 PM   #21
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the other alternative is to keep it separate and use a mental ray node called mia round corners and link that into the bump node of your shader. that wil blend the two surfaces together. Hope that helps
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