Slap a subdivision modifier on it and post us some smooth images w/o wires, i have a small feeling there might be some funky stuff going on with all those edge loops in the corner of the lips once you start dividing the mesh.
yeah if im doing just like a hard surface asset, ill just get rid of my turbosmooth modifier, remove the supporting edgeloops, tweak the mesh and your done :) no need to rebuild an entirely new lowpoly (but it depends on what your making)
[ QUOTE ] Actually no, I have not assigned weights, I was using envelopes. Im not exactly sure how to weight the biped. How do I reset xform? thanks, [/ QUOTE ] You can use the Skin modifier to paint the weights, it is the best way.
you gotta set your shortcuts the same for edit poly and editable poly. customize IU/group dropdown/edit poly and customize IU/group dropdown/editable poly object pain in the ass but then your shorcuts work for modifiers and collapsed ojects
well you could export your lowest subD in zbrush uv that in max and then export it and import it back in as the lowest sub d in zbrush. you can mess around with baking uvs from the low to the high, works with mixed results with the projection modifier.
You need to bake after you've done symmetry. If you use a Symmetry modifier (or edit the mesh geometry at all, really), you're changing your vertex normals and therefore the normal-map you baked will no longer match the mesh's tangent space.
Doesn't the warranty on a complete PC get voided if you modify the hardware in any way (even if you just migrate your old HD)? I don't think they'll give you a warranty on a system that isn't exactly what they sold you.
So, I tried the Xform modifier and it made getting into Maya work. UVs were preserved there but still nothing as far as UE3. However when I exported it as ASE from maya it worked fine and went into the engine....weird. Thanks for the feedback everyone.
Is this supposed to be a space fighting game? If so I would strongly suggest to use the highly modified Freespace2 open-source engine: http://scp.indiegames.us/news.php Than you can even make it a standalone game P.S.: The ships look really cool.
Maybe it'll be easier to start from the flat surface / sheet and animate the strength of a bend modifier making it a cylinder. Then you can reverse the animation to go from that revolution shape back to the flat surface. The sheet is a rectangle, inclined as a slope to create a tapered cylinder (aka truncated cone).