Hey! DM-Nova is a vertical 4 player map with 3 levels. It takes place on a scorched planet in a old Liandri observation outpost monitoring a star about to go supernova. Link to my WIP thread Larger version of the image here
Yeah lightbox doesnt work great with vertical images, thanks for reporting, will add this. You can link to a thread directly, if you grab the url from the little timestamp immediately to the right of someone's rank. Not sure if that's what you meant tho.
Your model seems to be relying on extreme smoothing. Don't do that. Video games don't use turbosmooth. Tweak the vertices so it doesn't look so flat. Also, you don't want to have polygons with more than 4 sides.
Fix that pole by connecting the vertices that form paralel edges.You could try ading a suport edge loop all around those faces, since you don't have a smoothing group on them alone due to the ones that are on the blades sharp side.
You need two UV unwraps basically, one in channel 0, one in channel 1 (and possibly another actually, for lightmapping).. note that this comes at a cost to performance - more vertices if i am not mistaken, plus your second AO texture.
did you try exporting the model as it is. those look like transparent meshes so it could just be a sorting error. What you can do to fix it if it is a sorting error is detach all the elements and then add them back in vertical order.
Inserting a mesh adds the vertices of whatever you're inserting to the existing tool. You'd probably run into some problems if the existing tool already has a vertex#5, if the existing tool had no UVs while the chunk you're inserting does, etc.
Sure thing the tri-count is 4369. After taking a step back and looking at this I agree the bell is lacking definition and the overall shape is weak compared to the concept. I'll go back and add a few more vertical edge loops to the bell.
Ahh ok! So there is not any precision tool for this? The best should have been if the end vertices could snap the grid in both ends while scaling the mesh down but i guess thats impossible in MAX! Thanks for your help.i will try that!
In maya 2012, I'm getting a problem. When I select a face, it looks like that, with the vertices highlighted. When I try to extrude from the face, It's completely messed up, I can't quite explain it. How do I get rid of this pesky setting that I somehow activated?