Since Jordan and Brian covered the blade, I would suggest that you change or modify the floor for the final render. It's very noisy and distracting. Edit: I would make the floor a lighter tone of color since the blade shaft is very dark.
Im not sure if you are going for another type of shoulder armor but from what i can remember space marine shoulder armour is alot more rounded at the top from the side view, so maybe put a ffd on an modify it alittle.
ugh thanks for the information I thought cutting tris only for alpha blend/transluent like what i usualy did , but well didnt expect same issue with alpha test. also thanks for the information on modifying ini file. will try that. :)
Thanks for the tut. It may come in handy, although rigging to a biped using skin modifier in 3ds Max helps me brush up on my rusty rigging skills when I come to rig him in to GTA IV and eventually V!
The Tension modifier is pretty helpful for making cavity (concavity) maps. Only works on the highpoly mesh, and it doesn't work well if the mesh is small (like under 1 unit). But it's interactive in the viewport, pretty cool. More methods... http://wiki.polycount.net/CurvatureMap
So these are some concepts for a game i am working on, i sculpted the body first, then tried a few variations As you can see they are fairly similar, I would have liked to modify the bodies more but chose not to because of time constraints.
I got to get the vertex paint to work in 3ds max with the modifier. But it just show up as black.. Doesn't show the blending. Another question I was wondering is if it is possible to show one of the image channels in max? Like you do in UDK..
Oh Ok thanks for replying. So do people use smoothing modifiers (collapsed) at all for game engines? One of the models is a cylindrical hut/house I dont know that I will get the results needed with just my normals and specular.
just for sanity's sake.. reset xforms turn to poly collapse put an edit normal modifier on then reset and unify the normals collapse redo your smoothing groups if it doesn't work after that then you've either ticked the wrong options in the exporter or in xnormal
It's typical. Try to connect vertices differently or add some edges to smooth this spot. Also, I use quad chamfer and turosmooth pro plugins, they can fix some of issues like this. Try it. http://mariussilaghi.com/products/quad-chamfer-modifier