I've been using Modo for quite a while now, and aside from a few of what I consider minor issues I really enjoy using it to create game art. Exporters: I've gotting static objects into Unreal without any problems with the ase exporter found on this page. There is a Collada exporter currently being developed and improved.…
Nice job coming this far along capone! You should have a look at this: http://www.svartberg.com/tutorials/article_normalmaps/normalmaps.html It describes in detail how to set up your low poly mesh and uvs and smoothing groups all so that the normals bake and display properly real time in your viewport. I think your major…
I have tuned my BSP (as well as the method) before when memory was running tight and it fixed it. It would take much longer to render, but it wouldn't crash from lack of memory. Read up on BSP here. BSP is not your issue here though. I would select all of your objects, assign the default lambert shader, open hypershade,…
This is not my tutorial but it's pretty decent and it will help you out a lot. I'm just assuming you're using max based on what the viewport looks like but if not it's still good information. In maya they use a similar approach but instead of smoothing groups you have edge smoothing. So you choose the edges you want hard…
Not that I know of, when using max turbosmooth. I do not remember having this much trouble when doing the same thing with Maya. What I have been able to read up on states that at least a few years back mapping before smoothing in max worked really bad. But surely people use it, studios like BLUR use max as far as I know…
Yeah, you do, press "3" on the keyboard and you will see smooth preview going on. You wont need to apply until you want to, so it's not an stack like max, but it's better because you can press "1" and "3" all the time and see whats going on. You can go to the attribute editor and on the "shape" go to smooth preview…
Your texture elements and overall form are great, so no major complaints. There are a few anatomical inaccuracies that I can spot though. The coronoid process in the lower jaw seems very rectangular and chiseled instead of smooth and sloping. Maybe try smoothing that out a bit. Another thing I can see are that the tooth…
It sounds like you tried baking it as one piece while keeping the smoothing splits. You can't do that, you'll have to remove all the smoothing splits if you want to bake it with a single UV island. If you use smoothing splits you always need a UV-split as well if you don't want edge artifacts. Baking it as one piece can…
For what reason are you wanting to chamfer? To smooth out you geometry or prepare your model for baking? If it's for baking, then the so-called chamferring may not be necessary. The no1 thing to do is to make sure your smoothing groups match up with your UV islands in order to get the best results. As a side note- I can…
Hey Grimmstrom. I think you might have misunderstood me (or it's me misunderstanding you ;) ); I was talking about the smoothing groups of your decimated bricks. When you import Zbrush models into max it automatically applies one smoothing group to them; hence the blobby look. Simply clear the smoothing groups and they…