In this case yes, however generally this is not a good idea. With meshes of any complexity removing geometry after baking is likely to cause smoothing errors. You can bake an object space map, remove excess edges and then use Handplane to bake out a tangent map though.
6 different diffuse textures with 6 of it's specs and 6 normals 18 textures total for the entire material? But there isn't an error in the material editor. Should that be ok? It's like a component can only have 3-4 textures painted per square anymore than that will crash.
renderhjs for some reason I can't get that last step to work. When I edit in PS and copy I click on the button to transfer in max and I get a no bitmap copied to clipboard error. It seems like it is not accepting the PS clipboard copy for some reason?
@musashida: that looks nuts. I'll bookmark the dev's thread and keep an eye on it. I'll have to try and make UVlayout work. I love it but I have a lot of bad luck with it, tends to freeze quite often. I should probably post my errors on their forums.
Its the high. OP: you've got some wonky geometry in a few spots here and there that you should fix, causing pinching/shading errors with your sub-d work. Most obvious being the stuff on the charging handle that would be right in your face in FPV.
Yeah I got the error also, but if you copy and paste the link into the browser seemed to work just fine. Interesting the amount of detail... figured it might be a bit more smooth but Ive never really looked into cg modeling and texturing. Cool Example by the way GCMP
Oh! No why would you not do that? It doesn't change anything about the quality of it man! It happens to every set when you import it, but if Valve puts it ingame, they'll fix it! Don't give up on it just because of an error that will be fixed once it gets into the game man!
I here ya ^^ (This is my 3rd proper model so there is still pretty to learn) But if i modify my base mesh after unwrapping the UV's doesn't it mean i'm going to get plenty of errors or is there a method that i can use to conserve my UV's
One way I got round the axis' problem was to rotate the pivot point of the model in max so that it faced the right direction Up-Right, or something like that, it was a while back. Use the rotation tool on the pivot point and with some trial and error you should get there.
Made a quick fix, thanks stevston :) I'm having trouble with viewport 2.0. When I try and enable it, I get an error message saying my graphics card does not support it. I have a Nvidea GTX 680, is this card too old for 2.0?