Mop's got the right idea here. The mind is capable of some really incredible things, especially when it comes to memory. Vivid recollections can be created or modified retroactively, and you may often form connections where there aren't any. Improbable? Yes. Clairvoyance? ROFL
I have had this problem before, it happens when both meshes are identical, if you add a push modifier to one of the meshes you fix it. You may set a really low amount for the push value, 0,01 is enough. This way you may leave the supersampler on.
Use the skin modifier, and preserve, they work perfect, I use them all the time. It helps to turn on soft select when making the preserve group in cloth. You will want to reset the transform and scale (or reset Xform) before doing any skinning, simulations or animation.
Super cow, i was just over hyped with the normal map, i will now modify it, i just have a question, what do you mean with mergind every other edge? I think it would lookse its shape, but i will get rid of the loops ;)
A bone is essentially JUST a pivot point. So it makes sense that the whole bone moves when you move the pivot - otherwise the shape/position of the bone would make no sense. Temporarily un-link your Skin modifier, move the bone, then re-attach Skin.
Turn the cage off entirely. See how that bakes. Also, if you are using Mental Ray to bake normals, it tends to dislike objects that are right on top of each other and occasionally requires you to use a very subtle Push modifier on either of the objects. (The low or the high)
You really need to spend more tim in zbrush. It currently looks like an incredibly lightly modified version of one subdivision. Get some more medium scale details in before you worry about little things like neck muscles. hehe. gogogogoggooo!
[ QUOTE ] mayas history sucks compared to maxs modifier stack.. I would love to have it replace history. Its clunky, doesn't work nearly as robustly and regularly throws a bunch of junk nodes into the outliner [/ QUOTE ] How I hate Maya's history! -caseyjones
Ok, I just have one quick question about this.... He says "In 3DsMax (similar in Maya and others) add a new Unwrap UVW modifier" Does that mean, add one to what you already have there? Or just have one, with the channels set to 2?
the chimney looks like its made of a noise modifier without a clear shape. and the edge of the right picture could use some chamfering. the edge looks to clear at the moment. the broken plaster from the brick ends there suddenly at this edge. but the rest of the stuff looks very nice. :)