"UV Multiple objects onto one texture sheet " In Maya that would be Polygons > Mesh > Combine > Merge Uv Sets.option, that'll do it. *(select all the objects you want merged and ... combine them)
Thanks man.I read that too. I also read about the 600 series being crippled in Maya. What's your generated frame rate of you have a couple million polygons on the view port?
looks good, but I agree with the whole 'how do you use it' bit for getting rid of those bumps, this is a good resource: http://www.guerrillacg.org/home/3d-polygon-modeling/subdivision-topology-artifacts
What size texture are you baking to? I've seen people suggest that there's not much point in working with 9 million polygons for a planar surface if the texture only has 1-4 million pixels (and again).
Thanks but I am admittedly confused by these directions. Create flat polygon in which angle, the good one or the bad one? What is auto align? How do you align a symmetry? Manually moving it?
Or a trick I used before with some other issues is to just create a new box, convert it to a editable poly, use the attach inside the edit poly to add the tire, and then delete the box polygons afterwards.
The argument I've always heard against them is that an engine can't use tri-stripping on fan polygons, so they get drawn slower. It has nothing to do with which is easier to work with Supporting edges
Just Ctrl+Shift hide the unwanted polygon tentacles and then go to Tool>Geometry>Modify Topology>Del Hidden. Then re-dynamesh it and the holes will close with a reasonably flat surface that should be easier to clean up.
It's probably because of really messy geometry with lots of n-gons (polygons with more than 4 vertices) and/or messed up UV's / smoothing groups. Post some wifeframe pics and show the UV layout.
Also you can get away with a high polycount if the mesh is clean looking. No one will complain about well used polygons. But a high polycount mesh with obvious wasted polys = crap no matter the studio.