Looks good so far. But what reference are you using? If the truck has body panels which hide the frame, then the frame is a huge number of wasted vertices. What triangle limit are you shooting for? Are you going to bake normal maps? What game engine are you aiming for?
mmh. i tried to simplify even more. the mesh got welded vertices and i just did a uv split. this destroys the unified tangents. if there is now way to fix this, you basically can never get clean tiling stuff, when surfaces are not straight. sounds unreal to me...
Looking good so far. It would be good to see it from other angles.From what I can see though the model doesn't seem to have as much tension as the concept. In the drawings things seem to be bent more. I think the vertical posts should also be a bit shorter.
I agree with everyone else that the website itself is proving a barrier to entry. Its a lot easier to simply create a series of screens that people scroll through vertically as with these forums. Your work however looks very nice. Looks like something that would make an awesome Skyrim quest.
Nice hammer you got there. I could be way wrong, but you might be better off not mirroring the block parts. The details look neat and all, but its really noticeable that they're the same. You could try flipping the UVs vertically maybe? Otherwise, its looking good.
Most games don't use tapered splines for grass, that's too expensive, too many vertices (memory cost) and the triangles are too long and thin (rendering cost). See the wiki for game grass methods. Most often, grass is made using planes. http://wiki.polycount.com/wiki/GrassTechnique
ha ha no worries, thought there was something odd. If you can't set up the UV area to be distorted just scale the UVs vertically by 0.5 in a square, its the same in the end anyway, e.g. UV's are just numbers from 0 - 1, its the texture that dictates the aspect ratio.
Try creating some auto polygroups to see if those vertices are connected to the main mesh. If they aren't connected then they will become new polygroups, which would be easy enough to visually isolate the part of the mesh you want to keep.From there you could use the geometry subpallete to delete hidden geometry.
A heightmap's originally a specific case of displacement map used for landscapes, the one where all displacement is vertical based on a flat or spherical original terrain (thus heightmap, ie each texel specifies a terrain height). Displacement map are the general case with an arbitrary mesh and displacement along normals.
You need an open edge, which is why you can't do it in poly. Mesh might let you but your just creating a isolated face which is bad. There's no reason to bother welding it. When you skin it the envelope will catch all the vertices if you've snapped them together.