Thanks! Merged the new material from the arc gun, back to the assault rifle and refined the materials a bit to add softer wear. Now to pass the material back to the mech, refine a little and then pose the mech!
CRYENGINE. They need to be welded otherwise they won't work with it's "automerge" system, which basically is a feature that merges all vegetation into large groups saving lots of drawcalls. Only 1 element is supported per object.
IMO zbrush is not the best way to create uv's. i just merge all the subtools keeping all the polygroups > decimate > retopo 3d coat > uvs in maya with bonus tools the best method for uvs
haha you were right... for some reason when I exported form UDK, all the verts were not meged... as soon as I merged them it work! Thanks so much man! :D
thanks worked on pedestal today, need to merge the bird map with the floor maps tomorrow so its all together. but i'm within the 5,000 tris pedestal limit also need to sculpt the rocks
like i said before the non-planar polys are not a problem. you should check your mesh for "edges with zero length" and remove one of the loops they are connecting or just merge verts with a low tolerance.
Have you used a Reset Xform on the scene object, and then Collapsed the stack? Can you post a screenshot of the model? Have you tried restarting 3ds Max, then merging the object into a new scene file?
Nemo is miles ahead of the rest and suits the body, its a 'theme' more than a mere colour choice. I would push his armours yellow tones more to orange a bit though. r.
You could always make a quick little maxscript that does a Connect then a Collapse operation on selected verts, then if you assigned that to a key, button or quad menu you could easily merge any verts.