Thanks. That splines what you see are representing guide lines. So once they are describing basic lines of the car i trace polygons over them. Comparing to blueprints they give you nicer shapes and you can snap vertices on them directely.
Ah, the wonderful world of polycount :) Your rail, i would use floaters instead of keeping it as an solid mesh. It'll save allot of triangles! But you'll loose some texture space. You still got some vertices that doesn't help the shape:
Could you explain what you're trying to do? You're trying to read geometry objects from a file and creating curves from their vertices? Is it a requirement to use Python? I think MEL could be more simple (here's a guide on MEL and MaxScript).
This behavior is expected. UVW space doesn't change with the bitmap ratio. So UV position [1,1] is always the top right, and [0.5,0.5] is always the center. Simply scale your unwrap 50% vertically. Or whatever ratio corresponds to the texture size you choose.
The z-fighting is being caused by polys attempting to render in exact same location, open the model in 3DS Max or blender and use snap options to move the vertices to make sure they aren't overlapping. let me know if you figure things out.
looks very good. I just think that u got too much geometry detail in some places. For example, rings on pipes could be as Normal map. Same concerns division seams on vertical facade sections. The lighting is already pretty cool :)
Another thing - why haven't they fixed the problem with disappearing vertices, and now selected edges are lined in red. These are problems that should be ironed out in the first release, you have to 'make do' because it's another of Max's foibles. For example - these have edges selected:
If you hover the mouse at the base of the channel box, do you get the "vertical resize" cursor? I notice on my end that if you drag the layers portion down, it stops at a point, and will snap completely off if you drag all the way down.
that would be? in my opinion the jaw is huge vertically and too small the side that would be a simple scaling task, and make the whole character less frightning also arms could be a bit long, but im probably wrong there [EDIT] looks like yewing gum
Blended materials and 2 uv channels will works. You want a mask based on slope angle and then you can use a planar map for the horizontal surfaces and a cylindrical map for the verticals. How you handle the material bit depends on your target renderer