translation. So far as preserving UV's goes any operation that changes geometry along a uv seam will usually make crap of your unwrapping. If your modeling within a UV island with no open uv edges then you should enable the 'preserve UVs' option found under 'edit geometry' in editable poly. this will give you limited…
The mirror tool does a negative scale on your mesh, and flips the face normals. It's a bad way to work, because it creates an ugly transform, which causes other problems. You can solve a bad transform by using the utility Reset Xform and collapsing your modifier stack. The better way to mirror is to use the Mirror…
I don't know if it's Max or it's 3Do, but I've got a suspicion it's partially both. Max has some issues with normals and editable poly type. You can check to see if you have corrupted(?) normals by adding an edit poly modifier and see if your normals(smoothing) changes. The box trick fixes this, and sometimes Reset X-Form…
@Richard Kain: Not to derail the topic or turn it into a VS. war but I'm curious why are you using MonoDevelop over Visual C# 2010 Express Edition? I'm still a noob when it comes to coding and the tools involved, but having used VS C# 2010 Express Edition for a little while, it seems pretty awesome. Is there something to…
i think you have to append a zsphere to it or something, do a google and I am sure you can find the tut, but it does work and gets rid of your back facing polys EDIT copied and pasted BACKFACE CULLING PROBLEM Select the tool you want to retopo tool>subtool>append>zSphere Select the append zSphere tool>topology>edit…
EDIT: Turns out the compiler says the model has 770 polys! Never trust Editable Poly's! I had a feeling it looked a bit more than that. Time to optimize it even more. In the meantime, can anyone help me out with this? I tested the model inside the Workshop Tools but found that the game was shrinking it down: This is how…
Hey - I edited my post a bit (Reuploaded an image) because of the extension, cleaned up some presentation things, hope this is okay. Thanks to all that helped and critiqued me, this comp was an awesome experience! I'll definitely be polishing and tweaking things, so expect to see me popping up in P&P with an updated…
I was running into the same problem last night and your post inspired me to look into it again. Under target layer in the Landscape Edit panel you need to add layers that correspond to the nodes in the material you made. Just click the edit radio button, type the name that goes with the node (ie. Cliff or Dirt etc.), then…
RoosterMAP: that's appallingly poor advice! Leveling your normals will make smoothing errors appear, certainly if you baked with only 1 smoothing group. The only time you should do something like this is if you baked to a flat plane. (edit) To expand on that: certainly if you're baking from a highpoly asset with…
Damn, just played the demo... I had high expectations for this game, and from that small experience it seems they may be exceeded. I absolutely cannot wait to get my hands on the full thing. [edit] Thanks for the info on BEAST by the way hellobuddy. I'm going to research it a bit more this week and then start poking people…