I've seen this error before from a friend of mine's workstation. Try this; export the file into fbx, reopen it in a different scene, and collapse the modifier stack. Once you do that, try to open the render to texture.
DWalker has pointed almost all your places that needed to modify,seems that you still have lots of works to achieve the natural feeling. Anyway,it's very good so far,keep going!
Amisima pointed out this script for 3ds that a member of Cgtalk Lehm2000 posted a few months ago in this thread. Your mesh has to either be an editable poly or have an edit poly modifier as the last stack.
resolved my error with info on this site http://kirijiri-howto.blogspot.co.uk/2011/05/import-script.html I had to modify the python directory on OSX to get make sure maya could find the script
Sorry, i wont make any breakdown until the contest ends ^^ It's just a mix of turned mesh with some quads with two different UV to modify them along tome, nothing quite impresive
Remember guys that im about 15months of 3D currently. Modifiers menu has thingys also Dynamesh (blurring) with masking works too. Watch [ame] https://www.youtube.com/watch?v=Fg6QPJ7XirE[/ame]
Argh, I had never thought to do this with a vertex shader. So easy and simple. But I also got some good results with the point cache modifier and vertex animations. Thanks for the hints guys! :)
Thanks! I just did that the simplest way - I created a plane, evenly divided it with segments, extruded, beveled and then used bend modifier to wrap it cylindrically, then I just fit it over top of the handle :)
Well, I'm using XSI and have been using 'Extrude around curve' for my tracks. Anyone know the alternative to the 3dsmax path deform modifier for XSI? Because it seems to be a very handy tool :)
Just Ctrl+Shift hide the unwanted polygon tentacles and then go to Tool>Geometry>Modify Topology>Del Hidden. Then re-dynamesh it and the holes will close with a reasonably flat surface that should be easier to clean up.