So it occurred to me that those cheap 3D glasses you get free at the cinema actually have polarized lenses. So I popped em out of the frames, rotated them vertically and Bam! It works. No more shiny noses. :D
Another question is: In the image below, its showed the highest sudivision level(LOD0 probrably),so, if I want make more lod, I need to mantain some fixed vertices for reuse in different lods, and to work with a single rig, right or not?
Awesome man! Dat Gondola came out great. I really like the repeated shelf stuff that runs vertical (below the little signs). Would be cool to see some beauty shots of the entire enviro with this stuff in it lit up etc...
use the vertex normal edit tool in maya. just give the corresponding vertices similar settings and everything will be fine. you could also edit the settings with the set vertex normal tool. or last but not least go into the component editor and edit the values there.
Hmm. I exported it from udk and back into max now and i noticed all vertices were split up. I checked my original model and all was fine. Is there something i might have pressed without noticing in udk?
A vector based 2d Shape creation tool for photoshop in the manner of 3d tools,like edge extend,vertices,champher and so on.Like 2d shape editor in older unreal engines but more advanced.Marquee selections sometimes giving me aches.
It's typical. Try to connect vertices differently or add some edges to smooth this spot. Also, I use quad chamfer and turosmooth pro plugins, they can fix some of issues like this. Try it. http://mariussilaghi.com/products/quad-chamfer-modifier
CurveStep might be what you're looking for: However, it really only controls the spacing of the curve's control points. So, in the end, you shorten the length of the curve by moving its vertices closer together. With InsertMesh Brushes this can lead to undesired results.
Did you make the entire model a skin, or just the vertices on one side of the model? Is the model and skeleton identical on both sides? What mirror skin weights settings are you using etc? Does the function provide an unexpected result, or no result?
it's a bit late but everything feels very short and out of proportion. maybe simply filming from a lower angle would make it feel more impressive, or perhaps just scaling the buildings vertically nad throwing some fine details on the roofs.