If you want to create color ramps in photoshop,just create a linear gradient and modify it with adjust-curves. You can also modify the curves of a screenshot of your model,save them as preset and apply on the colorramp.
It would be pretty easy to modify a shader to accept a second set of UV coords for the lightmap, I'll try to remember when I get home to post a modified Cloward shader, unless someone gets to it first.
I've been experimenting with the Path Deform Binding modifier in Max but it won't allow me to collapse to editable poly. Have tried putting an edit poly modifier on top, but still no joy. Any ideas? It seems that it cannae be done cap'n.
Probably not. It never occured to me to use a vertex paint modifier to select the faces using vertex groups. Tried out the mask modifier. That's really cool man. Thanks.
If you convert a primitive to Editable Poly then the parameters are lost. If you added a modifier like EPoly, then you can just below the stack on the primitive name in the Modify Panel.
If you want to only push a portion of the mesh, make a selection before adding the Push modifier and that modifier will only act on the selection. You don't need to unweld anything.
fixed this by slapping an edit poly modifier on top of the skin modifier.. its a lazy fix i know but i only need to render a few scenes so this will do.
Use a Path Deform (WSM) modifier. Use it on the single object, then instance that object using the Spacing tool. It will instance the modifier and you will be able to edit the spline, and the objects will follow.
For edge loops i use chamfer modifier. Its not perfect and sometimes it requires an edit poly on top to manually adjust here and there but when getting to low poly its much easier to remove the modifiers and (almost) presto!
To get the base of the model, I would just make a flat plane and adjust it to the overall shape and holes, and then use some bend and FFD modifiers to get it into shape, put a shell modifier on it and then soften the edges with some chamfers.