There are two issues here: A. Swizzle/Handedness: this is your XYZ orientation and doesn't have anything to do with the baker being synced or not, every engine simply does it one way or the other; -Y or +Y. B. Being synced refers to having your normals/binormals/tangents/(otherwise known as tangent bias) perfectly synced…
I do not use modo so I am not sure if this is what you are asking but I will toss it out there... If you want an object to share the local axis of a different object you can always go into the hierarchy panel and click the "affect pivot only" button and then use the align tool to match objectA's pivot and rotation to…
Bit of a bump. While deciding what to do for the storefront of my building (don't want to model a KFC, I'll have to invent a design) I tmoved onto creating another model. I'm making an A Class tram. http://en.wikipedia.org/wiki/A_class_Melbourne_tram I decided to model this type of tram instead of the newer trams melbourne…
I guess you haven't seen the wireframes from the UT3 SDK? they're not "user friendly" at all and it shouldn't matter anyway. It's just that quads are faster to work with when selecting edge and ring loops for UV seams and skin weights. However, the things you need to focus on are the roundness of the silhouette and…
Right, what it boils down to is: A. If you're intending this to go into a specific engine (UDK, Source) that you know has a broken tangent space workflow, you're going to need to use much more hard edges/smoothing groups, which in turn means much more uv breaks. B. If you're doing this for your portfolio, or for a studio…
Following on from everyone's anatomy advice I recently spoke to my mentor who is a fine artist he told me rather than sitting down and learning all the muscles in side out. Sit down and try to look at how the mass of a human being compiles together. That way he explained to me you will be able to construct drawings, which…