A tilable texture atlas with overlapping UVs would be the most efficient and impressive method to use with environment art - such as your building. The more assets that share the same texture the more a game engine (and your graphics card) will love you. It's not always necessary, but it's one of those things that doesn't…
Using SBM and meshsmooth is the way to go, turbosmooth is okay if your just previewing but as a final product it's not ideal imo < that's from personal experience though some people like it :/ ======================================================= This is my method with some instruction from Santiago Orgaz; 1. Detach all…
There needs to be more vertical bounce around the pelvis region, it looks a little odd as though there is a rod at the base of the spine that isn't in motion. Really apparent on the last shot.
How to do this for vertices and faces? polySelectVertsEveryN "vertexLoop" 2; - does not work // Error: line 1: Cannot find procedure "polySelectVertsEveryN". //