Made a few more base textures for the scene. Stone tile will likely be for the floor, and the wood will be used for trim and vertical support beams along the wall. Currently working on a few different layouts with a 180 degree camera view.
A few years ago there was a bug when using Vol Select in vertex mode, where it would randomly select solitary vertices at full strength. This was for a pre-rendered animation. Solved it by adding a Relax on top. Not sure if that helps or not.
You probably missed skinning some specific vertices on your mesh to the skeleton, but at the same time, the files from the workshop website are sometimes bugged, so you may have to extract them from the in-game files.
The smoothing issue? Check if the vertices are connected, add a crease/loop there and if it is still not solved try just extruding it inwards or merging it with that inner yellow circle extrusion (which looks like you created separated from the blade).
Edit: Solved, I think! A friend told me just to copy the skin weights!? I thought it was UV based, but apparently it kind of works like baking? the skin weights of the vertices get transferred to the nearest ones.
Does Maya do alpha blend sorting based on vertex order, like 3ds Max does with its DirectX shader? Then you could simply re-order the vertices (by detaching/attaching) to solve the majority of the problems.
Confirmed working well on my iPhone 3G. I exported from Maya. Had to triangulate and flip the texture vertically. Pretty neat. Uploaded the .obj, .mtl and a .jpg to my site, loaded via http protocol.
If the bone weights are the same, and the vertices are on top of each other the seam shouldn't appear. Not sure why this isn't working. Maybe make the verts on the seem rigid to one bone and see if that works. Then do some blending afterwards.
I figured out how to get bones into my model, vertices assigned, and exported properly. For anyone else looking for guidance, I made a tutorial here: [ame] http://www.youtube.com/watch?v=JP9ce_ygeSA[/ame].
It's modeled with 3DS Max. Based on the research I've done, the seam seems to be a normal problem due to it running horizontally, not vertically. There's another ugly portion on top that looks like it's having trouble, but it just needs more geometry.