For non modular buildings with an interior I just build my rough outer shape and run a shell modifier on it - then I just model the inside and outside. I'll usually detach the exterior and interior while I'm working on it and re-attach & weld at the end..
Don't know if it's mentioned in the video, but ideally you should look all your weights but the two you want to modify when lowering values on one of your influences. Otherwise Maya will distribute/scatter the weights across all your other influences.
Haha, yeah, youre right and thank you. While developing this Barrel, i also thought about that its very similar to a grenade shape. I think its because of the FFD-Modifier i used started from the Middle point of the barrel.
His is modified to match mine, I think it's intentional. I'm not sure why it would redefine the normals set by my kit, though. I would assume it will export using the normals stored in the Vertex Normal Map (that my kit generates) if there is one.
To Model the hall block-out I used a bunch of modifiers arraying, bending and symmetrizing (if that's a word?) a small column and cladding section. This has kept the design flexible and easy to reconfigure until i finalize the shape, and start breaking it up into modular pieces.
ya i hear ya, max and blender get around this because it;s a modifier, but modo i believe will bake using the preview, and gives the option when exporting something with the subdivion preview to apply it first. the same interaction in maya would be nice.
no idea on the render front but the first thing I'd do is add a turn to poly modifier, fix any resulting weirdness, scale it all to a sensible size and reset xforms on everything. if it still does weird things after that then you've eliminated the basics at least.
Nah ivan I'm trying another workflow I just model in low poly create a bevel and modify vertex normals to create smooth shading. I wanted to know if it worked out. if as seen in the photo is realistic enough to move on to the texture phase
perma, yellow and a bunch of oranges? holy.... Ive found a couple of purples. but nothing that stands out as awesome. Wait... mobs have "loot" modifiers? Im guessing they drop more loot than normal? I havent seen those yet. awesome!
in addition to JC's comments, I would recommend working with a cage to make sure everything translates to the map. Also modify the cage to get rid of the wavy lines... see here. http://wiki.polycount.com/NormalMap?highlight=%28\bCategoryTexturing\b%29#Solving_Wavy_Lines