To do objects like this I start out with a box, unwrap it in two strips. Then apply turbosmooth (max modifier), then sphereify to fully round it out, this turns it into a quad sphere, I suggest making a primitive shape of this because you might end up using it a lot. Because you unwrapped it as a box you now get the nice…
I'm trying out that Rock Generator script here. The baseball method looks ok for near perfect spheres but for something more angular it would just cause serious stretching I imagine. The link to that thread with a similar issue was really good though I couldn't work out exactly what was happening. From what I gathered…
ah Mark Dygert thanks i was already using a quadspehere as the base but did the unwrap near the end the process so i will got back to the primitive and unwrap there. and my method for the rock is similar to that max script it essentially uses a bunch of displace modifiers with 1 cellar maps and some noise maps i modified…
ya i used Mark Dygert method and it worked flawless, and you really find silo 2.2 that buggy, after a while of using it i found all the things that make it crash and instinctively do a incremental save first. (and i do the same thing in Max since i get just as many crashes in max 2011) and i really do like how fast it is…
This is extremely engine specific and not really a general statement that you can make, I don't think. Its quite easy(engine wise) to pack 2 256x512s into the space of 1 512x512, its not like you're using 357x932 instead of a 512 or something weird like that. But again this is highly dependent on how your engine loads…