If I remember correctly, only using the push modifier and exporting it does make some bugs. Try to do a cageless bake, see if the result gets any better, and if it does, then your cage is the problem.
Looking good, I would modify the corners of the walls though. I could be wrong, but generally brick does not curve in such a fashion, you could also cover it up with a floor to ceiling trim piece.
Updates and some quick test renders. Excuse floating bits that are going to be baked in i.e. paneling. @Ihazard, does the cockpit still have that "melted glass" appearance? Tried to modify that a bit. Landing Gear
That looks like you have "Isoline Display" checked in Max, inside your Turbosmooth modifier, and you exported it that way. That fucks up your mesh, especially when you want to subdivide that later.
I have such a Script on my homepage...it is quite simple to use...just select A first, then add all Ax to the selection and run the script. Modifiers will not be touched, so if A or Ax have those, the results will be References.
Thanks, I'll do some experiments and look into this, perhaps it is the obj exporter. I was also going to see if using a triangulate modifier before exporting instead of using the option in the obj exporter would fix it.
Allow Modifier Chording is for the mouse buttons. If you have it turned on you should be able to just hold Alt down and smoothly switch between LMB and MMB and holding them both at the same time.
He first baked out his textures, then mapped his geometry to it, and then he began bending and modifying the shape of the mesh. It's much easier and efficient than baking every shape that you would need.
Hi! You can install Zorb Tool. It's very useful script and has a lot of functions in it. But on the other hand you can use just THIS script for disabling all turbosmooth modifiers in your scene. :)
Hi, no, you can go up to 18 and track the props / objects in both hands. You may even do more than that but would need to modify the biomechanical model (can be done in the app).