Ah no worries. I had it fixed now with my uni tutor. There were hanging vertices, just needed to select all vertices then merge them. Thank you for replying though!
The pillars of the gazebo don't merge with the walls in your piece, but they do in the photos. I also think the stone walkways could use more stones that blend in more so as to look worn.
the reason why I'm trying to avoid merging everything together is cause I was experiemnting with splines in Blnder and Im trying to avoid the concrete parts getting deformed when doing spines.
I vote for these two as well. Both of these concepts are also similar enough to perhaps merge different aspects of both concepts together to give more room for added personalization of textures and assets.
Thanks! What I think I might do is create each branch/root separately then combine and merge them into one mesh. That way I can use the anim deformers.
The udk mostly. I know it'd probably be easiest just to merge all of the pieces before importing them into the udk, but I'd like to take advantage of reusing pieces to improve performance.
on concept art the building next to a horn-like structure has that smaller structure in front of her. On you 3d model,those 2 structures are merged into one. U did that on purpose?
Jerc, would you say there's a way to add buckling from this image? Or would you think it's possible to hand place things like the 2d transform with various inputs but in one node?
LRoy thanks! About 20 subtools for the gun, some of them have been merged. The shoes and trousers were retopoed in 3dsmax using the concept zbrush meshes. The gun is all zbrush.
Hey Gordon, The bump gets blended with the normal map automatically on export -- it's kept separate by DDO during editing to enable more control and better performance, but is always merged on export. - Teddy