Hi,
Yea, what it was was when I created the sole of the bootie there were “steps” as I was new to creating stuff like that and it was suggested that I use the Polish under the Deformation area and while it seemed to smooth out everything, removing the steps it made it APPEAR to created an inverted Poly but really it was just smooshed up. When I hid the rest of the bootie and found the point and dragged it back down (there were three such poly’s with this going on, all right next to each other at the back and three others in the front of the bootie) I could find no way to remove the extra Vertices to actually create a triangle for those 6 poly’s so took the boot into Silo and did it there.
Now I have one other issue. Perhaps you can shed some light on it for me. In the tutorial it suggested that once I created the sole area of the bootie that it would look best if I created an edge loop around that seamed area so I did that. It looked OK and I thought I had a more professional looking object but when I rendered it in the other program the edge looped area became invisible. Yea, I did not have that area hidden and yes, I did re do the UV mapping to a flat map. So the edge loop was included in that.
I took the bootie back into Silo and even thought about subdividing it in there since the boot was fairly low poly count. That went well but the edge loop … all the corners rounded up, which is really weird. Perhaps something in doing that creates a different sort of poly that I just don’t know much about. :o I like the boot more sub divided but that is a deal breaker.
SO really need to figure out those two areas:
1 - Invisible edge loops when rendering
2 - Sub division of the bootie causing the edge loop to come out with all rounded corners.
Rich