Thanks there! I guess translucency would be used towards objects that need transparency, glass and such. I've just noted another oddity with my fountain. Seems that one half is slightly darker then the other. Would it have anything to do with the fact that I used a symmetry modifier?
make a clone of your mesh, apply a negative push modifier that way you can push the mesh to be ultra thin string at the center of your cylinder.... then make the spline using an edge loop, now you have a spline running at the center of your old cylinder.
I would think an Unwrap UV modifier would work here, and allow you to map each poly face to the texture. If you unwrap the UVs first, and then Render UV Template, you'll have a guideline to paint over in Photoshop (or your chosen painting program).
try adding a tesselation modifier to it, to subdivide the model without changing its shape. Tesseleation usually fixes rendering issues like wonky shadow maps or stuff like that. I think its the renderer that sometimes does approximations within its optimizations to run better.
Regardless of whether it is a uniquely mapped item, the map still tiles, which is why the uvs that overlap and are offset to the left still map correctly. To see what I mean by tiling turn on image preview in the uv editor and modify the tiling options in the texture 2d node.
so are you working with a custom technology that reads these shadowmaps and modifies the hair object shadow casting like i remember the ND one was said to do? i'm not aware that this stuff is exactly standard and easily doable with the popular engines (out of the box) but would love to be corrected.
Make sure you've set the bone affect limit to 3. The default value for the Skin modifier in 3dsmax is 20 (i think) and that will cause issues when exporting. Dota 2 and alot of other games engines work with max 3 bones to influence the vertex weighting.
@Stachmo You could perhaps create some basemeshes that have really good topology and then use a shrinkwrap modifier to project your base mesh onto the highpoly. Then use soft selection to move the basemesh to fit the highpoly better. Maybe something like that may help?
^ +1 for that. The low poly hard surface mesh can be done by simply removing the subdivision modifier and removing the support loops or bevels. Or even better, make the parts without the supportloops first, duplicate it, add the support loops and keep the another one as the lowpoly. Much faster.
Try clearing all the smoothing and assigning them all to one group again. Also try resetting the xForm (in the utility tab). If that fails, try putting an Edit-Poly modifier on top and collapsing the stack. Those are the most common things I usually do in these cases.