Using the decimated mesh as your low-poly is kinda sloppy, you'd get better results and optimisation by retopologising. You'll probably have to use smoothing groups on your low-poly to get rid of the smoothing errors.
^ ^ I went to the trouble of doing that way back when graphite was shiny and new, only to run into that common error of getting your maxstart.ui (?) corrupted. So yeah, never spent a second in that customization menu ever again ;-)
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It's not the STL check that's built into max by any chance? That pretty much checks most things that Mudbox wouldn't like - overlapping faces, open edges and other strange poly errors, don't think it checks tri's though?
Thanks Querly. Now if only I could render them in Unreal Engine with the same ease as in Marmoset Toolbag! Maybe it's just user error, but no two previews look the same. This is going to take some serious investigating.
ive removed the smoothing errors in the front and back sections of the train but where else should i be looking? ive got the ones under the vents on the front of the train and on the carriage's top :D il upload a photo later
Never mind. I re-imported the texture, then tried to delete it again, and this time I got an error saying that another package had a reference to it via an "ObjectRedirect", so I googled it and found the UDK command "fixupredirects".
Dunno what to think. First Dragon Age frustrated me with all the memory leak errors and the horible load times it ended up causing. Also, the ogre looks like he has down syndrome in this screen.
No problems. It is my first time writing and releasing anything like this. And I will try to include more pictures next time. And also , sorry about the terrible English and typo errors. English is not my first language. :P
Looks like you have some smoothing errors here in unreal, either your smoothing groups arent exporting, or the top image is a render, and likely not a good representation of how your normals will work in a realtime engine.