Great stuff sofar. Just keep at it! :) Do some basics once in awhile as well, I recommend doing this one every now and then: https://s-media-cache-ak0.pinimg.com/736x/23/08/32/230832de29ff2ce9ae6d0b8956ebbedc.jpg
A good read here, from an env artist on Gears of War. More in the rest of the thread too. http://boards.polycount.net/showpost.php?p=678052&postcount=32 Another good read about modularity. http://udn.epicgames.com/Two/WorkflowAndModularity.html
try changing "details" in the options menu when luxinia starts to maximum, that should use 32 bit textures, or its texture compression (which can be disabled too) about dual core, dont have a test machine :/
Also, if using Vista, you may need to upgrade to 64bit version in order to see more than 4GB system ram, I think the 32 bit versions lock out at 4GB and won't see anything above that.
How the heck do you get 1500 polygons on just the bolts? Just make them cubes, and delete the invisible polygon. 32 tris per bolt, 320 for the whole. The lowest LOD shouldn't exceed 100 polies.
Can you save as a 32-bit map and see if there is an alpha channel where the geo should be? Did you reset xform on all the objects involved? (You'll have to delete and apply a new projection modifier.) Without inspecting the file it would be hard to debug.
Make sure your running the latest drivers for your video card and monitor. Check your video settings in Control Panel-> Display-> Settings In particular check Color Quality it should be 32 or 64 bit. Thats for XP, the path might be different for win7.
i would need xp64 to replicate that error what i can tell is that its using .net framework 3.5 and , if i didnt do anything wrong runs on both 32 and 64 bit (MSIL) but its only tested on win7 so far
You want to look at the polySelect command with the -lpt and -rpt flags. The flags require two arguments of the edge number only, like so: polySelect -lpt 32 36; http://help.autodesk.com/cloudhelp/2016/ENU/Maya-Tech-Docs/Commands/polySelect.html#flagedgeLoopPattern
i have a similar question. is the subdivision in grid settings important? i change between 4, 8, 16, 32, 64 depending on the models im working with. will they all snap together in unreal 4 even though they were modeled with different subdivision grid?