Ah yes, unfortunately the only thing is to manually delete that additional faces. I also wish this doesn't happen by default and actually i sugested fix for this issue exactly, together with some other extrude stuff, quite a while ago on Maya beta forum but...
Thx for the reply mate! I'm using 3dsmax, the shader is simple, just 2 maps, .png textures, one with alpha information and a default diffuse. The img on the right is a render of the opacity map, I was showing the back details that I didnt want to show in the render.
Oh, its just Remesh with a resolution of 128 and tension set to 0 (its 10 by default) Its also very good at merging primitives flawlessly... (Keen : I would love having something like that in max!! hehe. With the brush tool .. hmmm delicious!)
Yeah that was it thanks, I cant believe it retains that visibility info after the engine is closed. For anyone who might have a similar issue but your not sure what is hidden go to the black drop down arrow at the top left of the viewport and Show>Use Defaults.
Thanks for all the comments, Iwill record the next asset and put up here. Threw a robot in there for scale ref, also put some of UDKs default foliage in there as placeholder to show what im going for a bit more. Also added some lightbeams etc : )
oh yes the solution to my problem was to convert my highpoly to editable mesh then back to editiable poly. very strange indeed. and im not using a camera thats just a view port screen grab, default fov, which i think is 45 degrees.
In max if you collapse the stack UV1 is baked into the mesh as the default UV layout for that object. Then if you apply UnwrapUVW again, change the channel to UV2 and click reset the layout for UV1 will appear in UV2. You can also save UV1, switch to UV2 and load it.
the editor camera? unfortunately no, the controls themself are out of reach for the common user iirc. I think you can move it and do some stuff with camera.current, assuming the scene view is the active view, but i'm pretty sure you can't override the default controls.
Publicly ? None. CryEngine 3 is closest thing to PBR but it still quite off. You can start using CE3 right now. Although remember that default ToD have nothing to do with PBR, and you will need to create your own from scratch.
Have you tried assigning a wireframe material to it? The default wireframe material shows every triangle though. You could also try a custom opacity via the material, and turn on edged faces to see a backface culled wireframe overlay. Can't remember if this works or not.