sorry about the post it in the wrong topic. i used the space wrap modifier for this which i still dont know how to collapse it, however i delete the space wrap and used the ffd(box) modifier which i overlooked on the object instead. So problem solved but then not really...
Valve's Shader Mask guide does a pretty good job of showing examples of specular, rimlights, metalness and all that good stuff. Here's a link to it. The axe right now looks a bit uninteresting and a lot like plastic, which can be easily solved by adjusting some of those masks.
I can resize all the assets, but the thing is that they were all built and compiled on the grid that Heorogar is referencing. If it's possible to resize the player character, that would solve the problem entirely. And I'm not worried about the light map yet, as much as I am the assets being a bit too small.
I suppose the limbs could bend slightly backwards using that method, but that's actually a really nice a simple solution. Surprised I hadn't considered it before. Anyhow, thread has been really enlightening. I think with this I'm set with solutions to solving this issue. Thanks everyone for the help! :)
So do I, (except Laptops), but your missing the point. Someday you will have to deal with it. Especially if you work for a company as they will buy vs build. So instead of just seeing whats in front of you, looking ahead, having this addressed now will solve you headache later.
Just checked the forums these should come in handy about solving the matter. http://www.crydev.net/viewtopic.php?f=326&t=116633&hilit=reflection These are newer and they say the same thing so... leleuxart is right. :D http://www.crydev.net/viewtopic.php?f=326&t=116633&hilit=reflection
Thank you. I actually managed to solve it. The problem was I needed to save my empty map before doing anything else. That way the map package was created under the content folder and my lightmaps got saved to that package :) A piece of vital information I had missed.....
I think this is my favourite way I have ever seen a thread started ever. Hi and imagine. Construct your thoughts before posting dude. If there is some doubt over using a name similar to an established trademark, why not USE SOMETHING THAT ISN'T SIMILAR? Problem solved.
The samplers (the way the shader fetch textures) are identical. I guess the problem lies somewhere else. Maybe it's about reaching a max number of samplers or anything more specific to the card. I don't really have time to look for it at the moment but I'd definitely like to solve it one day ^^
- an updated .3ds exporter for Max - an updated .obj exporter for Max that would make it much easier for me to work with sdk's, and the files people send me. - a standalone polygon reduction tool - a simple application for 3D sculpting Jogshy's Xnormal app solved most of my other frustrations.