Having a synced tangent space means less hacking on the mesh to make normal maps look good and seamless resulting in less vertices as you need fewer smoothing splits and smoothing control loops.
The rivets look more like stitches than rivets. It's partially the normal map, where the rivets intersect the seams, but mostly the vertical line connecting rivets in the diffuse. I'd also reduce the contrast of the seams.
On a side note, using cut to create extra vertices and lines that you might not see, it's happened to me enough. Using connect is a better option as it can only connect with what you have selected.
If you want to apply a texture to the normal map for visual interest, I'd suggest zimmerit, the paste Germans used to protect their tanks from magnetic mines. Note that it was applied only to the vertical surfaces, however.
I believe that's actually correct; if you consider how the normals would smooth in this instance it'll be slightly different at each corner. To "fix" this, inset the sides so the faces' vertices average in the same direction.
How do I do this? The only options I have are these. http://puu.sh/lPC0b/527fb56dc3.png From what I can tell, you can only offset as a fraction on edges, not vertices.
This happens because the box has his pivot centered, and when you move the vertices or faces, the pivot remains in his original place. About to reset pivot, i'm also want to now how! :)
[ QUOTE ] easy fix.. in max, if you are using editable poly on the vert level there should be remove isolated vertices button.. i dont know if this is in 7 though i am using 9. [/ QUOTE ]
For environment textures, I prefer a Tall layout for horizontal tiling. The engine my current project is using creates seam artifacts in specular maps with vertical mirroring. I don't have a technical understanding of it.
Awesome! I can definitely relate on a game-demo standpoint. It's so hard to confine yourself to a tiny vertical slice, when you really want to prove you can do something outside your type-casting. Thanks for this!