those close ups would be nice with wireframes :) I'd like to see how you merged those spokes together with the other piece! Looks really nice though dude!
With scaling/transpose, you could try the Transpose Master plugin. Otherwise, maybe merge the tools together, edit, and then split them back into different subtools whenever you're done?
4 posts? get the others deleted and merge them in one post, you can post images in the forum by puting the link with the little landscape icon on the post edit menus.
Well I'm calling it done, redid the shaft with the spring primitive and merged/smoothed everything in Zbrush. Also, I wouldn't have thought TB2 could handle that many polygons !
Distance Culling / LODing might also be an issue if you merge too many meshes that are spread over a large area. That's assuming the player is the size of a fly in your game, though ;)
Merge all the bottom vertices into the corner vertex. Don't need those extra bottom verts, waste. Same with the side vertex near the top, weld it to the top corner instead.
Why not just make some teeth in max then export them to Zbrush and merge with your model there? You could generate your normal maps in ZBrush too if you wanted.
Thanks for the reply, Looks like the bottom image is using a lot of photo merging, especially the people. It would be impossible to get a render looking this good with out photographic assets as well.
Hey, I could get a pretty descent result with the add target feature for blendshape in Maya, but still can't merge facial lipsync pro animation with a keyframed body into Unity...