You must have softened the edges. A softened edge at 90 degree bend will have this error. Go to mesh display > unlock normals. That should fix it. Then, check out the Maya documentation about soften/harden edges to understand why this happens.
There is an error when I rebuild my lighting : Performance Warning Jungle StaticMeshActor_38 Static Mesh component 'MyPackage_Jungle.Foliage.BananaTree_04' not lightmapped and not using a light environment - will be inefficient and have incorrect lighting! Set bUsePrecomputedShadows=True to use lightmaps or enable the…
Your images are throwing a 403 error for me when I try to go to them. Maybe try either changing permissions or hosting somewhere other than Dropbox. EDIT: Hmm, looks like about half are showing up now.
yeah Im not sure whats causing those errors but I would just check the obj export settings make sure its using the normals/smoothing groups of the models in your modelling app, nice work so far anyway
Yes I think arrangemonk must be joking, that was a method used in the '90s and it was really error-prone and slow! Personally I do it all with Max's Relax, hotkeyed maxscripts for aligning horizontal/vertical based off Chuggnut's scripts, and eyeballing it all.
Practice is good and If you feel unsure of if your progress is on the right track you could always post your stuff to forums like this one and get feedback. People can then point out errors etc that you can't see yourself!
Dont use the hardware shading mode in the direct x viewport. That seems to be the bug. You can use direct x shaders but for some reason the HW shading mode for the viewport (shift + f3) by default causes these errors in 2012 on some machines.
Actually the tris you get are a result of badly done edgeloops and anatomical errors. Here is a screenshot of my current facetopology (haven't integrated the teeth yet ) http://www.sedan.uni-osnabrueck.de/~krischan/facetopology1.jpg All quads btw. Hope that helps!
looking good. further to what HAL said, the wood needs to be less saturated as well. also the screws in the grip aren't round? especially the lower one. seems like it was baked this was too so the error maybe in your high poly model.
Ive fixed a few glaring anatomical errors in the face and finished detailing out the rest of the body. Next step is the low poly model, which will probably happen tomorrow unless somebody notices any mistakes that I have already made.