Really nice AKM! I'd suggest stacking your images horizontally. That way people will read the page up and down, as opposed to side to side, and it will make your menu at the top more noticable. EDIT: yeah sorry, meant vertically!
@peanut - I've tried using the inverse normals on the bounding box and nothing happened, there is no mesh, vertices nothing to select. @9krausec - I'm exporting it from zbrush as an obj. @armians - I'll give that a shot. I'll let you know the results.
Ok thanks for the sugestions , this is my first time making an "organic" reproduction , so do you sugest me to restart from scratch again or just remove delete certain parts and redo them or just move vertices around?
Read my comment again and you'll realize I was talking about real smoothing groups, not edge split. If a modified exporter could translate the "mark sharp" seams as hard edges without splitting the vertices, things would be cozy.
Assuming this is the effect you want: Get>Propert>Color At Vertices Map Ctrl+W for paint options (color, opacity, etc) Shift+W to paint You might also be looking for something like this: http://community.softimage.com/tutorials/texture_painting_with_autodesk_softimage_part_2
I have a 30" screen with 2560x1600 px, and i feel the size to pixel ratio is perfect. The resolution is awesome for working! I still like to have screens(vertical) on the side, but they're pretty much optional. Can only recommend it.
We use Havok, it includes an automatic tool for this. We eventually wrote our own in MAXScript though, we wanted to create hulls from selections of faces/vertices/multiple objects. That doesn't help you much though, sorry.
Got my first asset done for my little Vertical slice by the Moonwell - next up is the well itself and than another lighting/texture pass - Planning on locking down a small area so I have a visual target.
thanks gmanx for the one pixel tip. there is artifacting from it being stretched vertically but i can live with it. besides, that fucking line is gone now, hooray. anyway, the page loads really fast now so thanks for all the tips.
In Unreal, put a texture on it. 8/10 dentists agree you wouldn't notice it. If you are expecting nice clean shadows on that mesh using vertex lighting, you have to add more vertices. Lots more. Otherwise use a lightmap.