Main inspiration was chinese dancing performes, going along with the Ionian flavor. Since balance is important to both champs I thought of making this work represent that to both, composition-wise: I'm using the default skins with only minor tweaks in color and design, nothing too different.
I have no idea, but perhaps it has something to do with the amount of influences any one joint does on vertices? perhaps the mobile previewer only allows for 4 or so influences while you perhaps skinned it with a default number that was higher or never really clamped your weights?
After looking at the MEL for that script, my only hunch is that somehow you're selecting the transform node instead of the shape node somehow, but that's a shot in the dark. When in doubt with Maya, either delete or rename your prefs folder and restart. That will force Maya to re-create the default preferences.
If I remember right you import textures into Unity compressed by default. You have to change the import settings, which are in the side panel. It's a dropdown box I think. If it's not a 2048 texture to begin with though it's always going to be blurry, and if you increase it it'll just be more obvious.
Yes, It is and I've got the default amount of padding. Strangely enough to correct the problem of bleeding in this case i just flipped the UV's and i didn't change the padding just flipped it, I really don't understand Maya sometimes it just doesn't work anything like Max.
It looks good. From now I think you can start to move the vertex with the sculpt tool.. the default Blender viewport shading is pretty bad, so I suggest you to use ti script to have a better result in viewport too. >>>LINK<<< >>>description on BA<<<
Thanks for the nice comments peeps. @mesh In terms of sketch up resources, i just watched the default Google ones which can be found here http://sketchup.google.com/training/videos.html. They're very short but very good. A new environment I bashed out today.
The command polySplitRing will do what you want if you create a hotkey and assign it, it will split a ring based on the edge you select and if you have no flags set it will default to the middle of the edges. Or you could use the "To Edge Ring and Split" option in the ctrl+lmb marking menu.
Looking good so far, with Dan on the scale, maybe get a couple of default characters in there and place them in similar positions to the concept and see if it looks right. For example the cat-walks up top look about 3-4 stories above the mid-left cat-walk.
Perhaps it is a Max-related issue afterall as this was with the default export settings (but if yours is separating the UVs to the point where you have to weld, maybe yours is different afterall. Are you using zbrush 4?). Have you tried a different viewport shader in Max, such as the 3-point one?