Hi, I tried to export my mesh to OBJ and I found my hidden vertex. I don't understand why my modeling is duplicate on herself. When I export, I have just the modifier Editable Poly and Symmetry on the Mesh
Sorry "blobby" wasn't really the best word to use. In the circled area there is a strange shadow, the green metal gets dark as it nears the corner. Either breaking it up into more smoothing groups, or if you are using the smooth modifier, reducing the threshold can help.
Anything you guys think to change or modify to for the bot. It's a low poly model right now for a normal bump later but that's after I finish the outer body. Right now I'm just looking for advice for anything that could help for the final model.
Looks like you might have modified the main MODO toolbar in an earlier version and carried the changes over to 901. Or using a kit/config that's done the same thing. I suspect that's overriding the proper default toolbar with all the new settings in :P
Perhaps look into decal projection in your modeling application. In Blender you could use a UV Project modifier where an Empty acts as the "projector" and you add your decal layers to the material of the target. Once it's set up you'd render to texture.
If you are talking about the scene mesh, "rebuild normals" should fix that issue (menu bar > modify > rebuild normals). If you are talking about the reference mesh instead, I'm afraid that the only way is to go back in your 3D modeling package...
NECROPOST! I know, I know.... but this is important dammit! The rules should be modified. If you have two letters in your name that make a single letter sound, +2 points. i.e. Stephen ("ph" to create a "v" sound) or Joseph :poly121: Love :)
Max's PolyDraw tools are actually pretty good, if you are a Max user get to know the 'Step Build', 'Extend' and 'Optimize' modes in polydraw, very powerful tools, along with a symmetry modifier(if the model is symmetrical), you can do a very fast retopo.
Could you post a picture? It could be due to smoothing groups. I usually apply a meshsmooth modifier on the whole mesh with 0 iterations. This sometimes fixes any smoothing groups problems. What software are you using to bake? (sorry if I missed that)
There's a set of normals and tangents per vertex, and a UV-split will always mean that new vertices have been created. So what he is saying is that what you're doing is just modifying these already created vertices normals without actually adding anything.