UPDATE: Seems the file for some reason was corrupt. Redid everything from scratch with a new project. Everything works fine now. I am having this foilage shadow issue: Anyone know what is causing this? EDIT: Turning off Cast Ray tracing shadows for directional light solved the issue.
From what I see with your mesh, you can solve the problem by detaching the UV space of that area so that it's not welded or soften those 90 degree edges (or add a bit more geometry with a chamfer) so your normals project correctly when you use one smoothing group.
It's an AO issue, I'm attempting to bake a higher resolution to see if it solves my problem; because I tried to bake a lower resolution and saw more artifacts in my bakes. I got a low poly cage that completely covers the mesh and I coudn't see a hole anywhere in the mesh itself.
Wow, you learn something new everyday. I had NO idea that when exporting from max you could export it's position relative to the scene in max. Now i think about it it's pretty obvious but it is nice when you end up solving a problem on your own once in a while :)
@lotet Thank you! And thanks for the feedback :) Good to see you found that spot as well, it was bugging me recently. I'm gonna try adding more of the blue material on her upper arm or play with the contrast between the shoulder and arm materials. That should solve it, will post an update when I get to it!
Are you actually looking for UDK or are you looking for Unity? UDK bases all pivot points on the 0,0 origin and can't really be edited. If you are looking for Unity it is the same way as UDK but there is a script that can allow you to move it:…
Here is my finished version polypainted in Zbrush! I went through the texturing lowpoly with xnormals but it wasnt working with me too well.. I kept running into issues that were difficult to solve. I plan to do a full low poly with textures on a more simple model to get the workflow down.
Pens are good, especially if they're the cheap clear kind so you can see the spring and ink well inside. Basically what CordellC said, things around your work area. Even simple objects have interesting problems to solve when you really break them down.
Had this problem awhile ago (I think the benefits of age also solved mine). My answer was finding a different hobby and it was physical so I got those adrenaline boosts that I think a lot of people look for in games. And I agree with lazerus on having a clean workspace even if it's digitally.
There's nothing special about joining hands specifically, it's all down to how many faces you have on one side versus the other and how you solve it when they don't match. Here's a handy image showing some of the ways you can split geometry to get where you need to be.