you gotta set your shortcuts the same for edit poly and editable poly. customize IU/group dropdown/edit poly and customize IU/group dropdown/editable poly object pain in the ass but then your shorcuts work for modifiers and collapsed ojects
well you could export your lowest subD in zbrush uv that in max and then export it and import it back in as the lowest sub d in zbrush. you can mess around with baking uvs from the low to the high, works with mixed results with the projection modifier.
You need to bake after you've done symmetry. If you use a Symmetry modifier (or edit the mesh geometry at all, really), you're changing your vertex normals and therefore the normal-map you baked will no longer match the mesh's tangent space.
Doesn't the warranty on a complete PC get voided if you modify the hardware in any way (even if you just migrate your old HD)? I don't think they'll give you a warranty on a system that isn't exactly what they sold you.
So, I tried the Xform modifier and it made getting into Maya work. UVs were preserved there but still nothing as far as UE3. However when I exported it as ASE from maya it worked fine and went into the engine....weird. Thanks for the feedback everyone.
Is this supposed to be a space fighting game? If so I would strongly suggest to use the highly modified Freespace2 open-source engine: http://scp.indiegames.us/news.php Than you can even make it a standalone game P.S.: The ships look really cool.
I think the error at the "Pixel Normal WS" node is due to the input being the vector/normal of the pixel, which is then used to blend with a normal map which changes the input of the node. So probably this node can't be used with blends involving normal maps? Could blend by vertex normal (modified + height mask?) instead.…
Maybe it'll be easier to start from the flat surface / sheet and animate the strength of a bend modifier making it a cylinder. Then you can reverse the animation to go from that revolution shape back to the flat surface. The sheet is a rectangle, inclined as a slope to create a tapered cylinder (aka truncated cone).
Adding more details, changing the grip geometry so I can sculpt it and smooth it well on Zbrush and finally modifying the Topology to prevent many edges going to the same vertex... Please, I'd like to know your opinion so I can learn from my mistakes!
I used this reference as a base : But I modified the concept a little bit. Mainly around the picatinny rail and the pump. I'll add details to the barel, bolts etc... In nDo 2 :) When you say too hard, which edges are too hard ? Thanks for feedback, Respect, Sam