@Ashot: as far as I can tell your normals are not hard on the edges, meaning the game tries to smooth them and produces that shadow. And it's in the turntable as well, just not so prominent.
If you're using max or zbrush, you can model using Nurms sub-d, smoothing by smooth-groups, and export that to Zbrush and reconstruct sub-divisions - that will retain your hard edges when you further sub-divide in Zbrush. If you're just using zbrush, I use a combination of Dam Standard and Trim Dynamic brushes to get hard…
Vayne4800: The axe turned out really nice, great work! BohSheh: your issue seems to be from a few things. It appears that the issue could be coming from bad triangulation mixed with your smoothing groups conflicting with your uv, i.e. if a smoothing group breaks your mesh break the uv as well. You can see where the…
I'm not a huge fan of the new "horns" but the rest of the set looks pretty damn awesome. I get the clothing being smooth and flat but on the horns it just looks odd to me.
when I dynamesh it , the whole thing shrink into some wierd shape . And btw no one had answer one of my question regarding the problem of making smooth curve surface
Go skin>bind skin> smooth bind options, change bind to hierarchy to bind to selected. This will flood all verts on your selected geometry to be influenced 100% by the selected bone.
Use the outliner for skin binding. Just navigate to the bone you want (and you cant miss it there, its named sword_1 or something like this). Duplicate, unparent and smooth bind with your mesh.
Normals smoothed? Never heard of that I only started modeling first time 5 days ago, still trying to get my head around all the different techniques and methods :D
Sure you can export .FBX straight to ingame editor. Its a relatively smooth process and worked like a charm for a 3dsmax workflow, I didn't haveto open a single editor or textfile.