Thanks, the general approach was enough for me to look up how that data transfer modifier works in more detail. I'm really liking the design, looks generic yet interesting. If anything I'd say that the rear door goes too far back, with that protrusion on the C pillar it looks flimsy.
I have a few questions about how to clean up boolean for a sphere with solidify modifier applied. Right now, the boolean clean up tool only cleans up one side of the sphere (the inner edge) and I don't know how to make it clean up the outside edge.
Second update! Started with replacing the block out. For the construction wood I created 3 different wooden beams. A large, medium and small one. Unwrapped all 3 straight beams in the same uv space and afterwards used the bend modifier on some parts. And just generally worked on this project.
3dsmax. Unwrapping is, at most an after thought with quick and simple steps to get what you need done with minimal effort. I'd say the only pain in the ass thing about max is that it's modifier based, but other than that, the tools are quick and elegant. Are there specific objects or steps that are throwing you for a loop?
In the viewport ? Check "Thick" in unwrap modifier/configure In the editor ? It should be fluo green already. You can chose the color in options>preferences of the unwrap window. Note that the edges color in the unwrap is the wireframe color of your object, so if it's black or gray, you'll have hard time to see them.
Thanks Ciril :) Yes the second floor is supposed to be accessible. Here is a little update. I spend some more time detailing the blockout. I used the forest level and some props and textures that come with CryEngine as a guideline and modified the terrain etc. to lay down the design and feel for my scene.
Okay, so now I've managed to fix non-manifold elements by applying the mirror modifier, and deleting a hidden edge. However, a new problem arises. https://cdn.discordapp.com/attachments/404810103661920259/501280191625297920/unknown.png The model's texturing looks torn up in several places. What is the underlying issue now?
An effect is a filter that take an input, alter it, and then output something. This means you need an input and output node for every channel you want to modify. You can't simply put an input node alone in a graph, it would be discarded during the cooking for optimization purpose. That's why the switch si required.
I modified the config file as per the Nvidia guide and the textures are nice and sharp now... Well not super sharp, but at least sharper than before. Dead city looks a lot better. http://www.geforce.com/News/articles/how-to-unlock-rages-high-resolution-textures-with-a-few-simple-tweaks
Also you can try baking AO into vertex color. http://wiki.polycount.com/wiki/Ambient_occlusion_vertex_color If you use the VertexPaint modifier in 3ds Max, you can use the Blur function to soften the hard transitions. You can convert vertex color into a bitmap using Render To Texture, or Xnormal.