The bat wings just don't work. Aside from the fact that it's changed from a 4-limbed creature to a 6-limbed one, you need to remember that a bat's wings are (essentially) modified arms & hands. While bat eyes can be small, they are there; no bats are really blind. The legs seem to have an extra joint.
How did it mess everything up, can you post pictures? Collapse your modifier stack and then reset xform. I'm not too familiar to exporting from max, so maybe somebody with more experience can weigh in on the up-axis issue here and what needs to be done to have it working correctly.
Start with only working on half the model to unwrap. Be sure to keep intact any unique parts you want (like the face or if something that requires asymmetry). Collapse to poly, add a symmetry modifier then another Unwrap UVW. You'll find nothing really looks different, the symmetrical parts are stacked exactly on top.
You can unwrap them like this in Max. Look for Spline mapping in the Unwrap modifier. Or you can try a simple Planar projection then Relax the hell out of it, then use the Straighten Selection tool in Unwrap. http://help.autodesk.com/view/3DSMAX/2016/ENU/?guid=GUID-9E98AEAC-F06F-4FAD-9091-DCD30AC9BB26
@dimfist: Thanks man. I hate to ask, but is there a difference from using smoothing groups to the mesh smooth modifier? What I usually do is throw a meshsmooth on top of my stack and turn it on and off while blocking out my work to see how it looks. Will post more crits and WIPs later.
Hey, you figured out polycount. At this stage, I'd recommend throwing some swift loops in the buildings and using a simple FFD modifier to wonk things up a bit and bring the flavor of the sketch into your blockout. It'll help get a better feel for what's gonna overlap later on, and it's just fun to do.
Thanks for the speedy response fellas. I really appreciate it. Duplicating special worked. I checked the "duplicate input graph" and the "Assign unique name to child node" boxes. Now the geometry duplicates and keeps its associations with it's modifiers. Now the next step is creating controls and animating it blooming.…
With a polygon mesh, smooth preview with "3", and pgUp/pgDown to set the subdivision level. This and more is in the attribute editor for the shape under "Smooth Mesh" There's also subdivision surfaces, one of their early attempts; it can do all the up/down and local subdivides. But it's not worth using most of the time.…
hi! that grass is masked very badly.also try to modify the normals to get better looking.for the wind, i can recommend this, but maybe its not the best solution: http://udn.epicgames.com/Three/WorldPositionOffset.html and for the grass: http://wiki.polycount.com/VertexNormal#Foliage_Shading…
I also tend to delete the tread tga's which the wizard creates. If you are not going to change the tread maps, not having the files means the game will use the default set with your skin. Having them included in your skin pack without modifying them is unnecessarily increasing your mod's file size.