something that highlights non manifold mesh errors. verts/faces/edges occupying the same space. Also polygons adjacent to each other with opposing normals. (this may not be a problem in newer version of Maya) might be nice to highlight 6 pronged stars also. 6 edges merging at 1 point
your graphics is integrated, part of the CPU. not exactly workstation-class nor a big shader pusher but should do ok for simple shaded 3D. the error simply means that some form of hardware acceleration will not be available. if that speeds up sim calculations or just boosts the framerate in the viewport is anyone's guess.
Face normals as in making sure they're all flipped the right way? I made sure all the verts were welded, had no errors when I ran an STL check, reset the xforms. I'll post the high and low poly tomorrow when I get some time.
Hi, Hupie. From my experience with baking normal maps in Maya, the green errors you are getting are from reversed normals on your high res geometry. I'm not saying this IS the solution; just something you might want to check. I'm still scratching my head on the cage issue there...
Lighting is definitely looking better, I like the fact you've separated the 3d and 2d on the page, looks much clearer now. When I try to download your resume I get a 404 error though, something to look into. Looking forward to seeing your wow 3d piece :)
Putting my Musashi Miyamoto on Sketchfab. There's still many slight errors in many places, though. model EDIT: Linking sketchfab to polycount is kinda broken, i guess And putting initial color and lighting on Shinobu. Still not sure whether to go traditional handpainted, or simple anime-like coloring.
M4....guns dude, gunzzz. People on here are totally obsessed by gun accuracy. The golden troll that has never been done yet is to model an m16 with a few hook innaccuracies to get the nerd rage building, and simply add more and more small errors. It would probably break the forum.
Nice start! I'd agree with Frozan regarding the Light map errors, looks funky. I'd furthermore probably tile the floor a bit more, alternatively scaling up the height on the pillars since it looks a bit weirdly proportionally with the pillars being so thick. I like #1 the most.
hey, Just tested it with a curve that had no twist in it. the shell modifier still goes mental. not sure why that would be as the mesh looked really clean, not even a hint of a twist. I've attached a pic. I'm sure it must be user error on my part, and thanks for taking the time to reply cheers
Ok thank you. I guess it will about trial and error until I achieve the correct results for real time playing in UDK. I know poly-count limit can vary depending on a number of variables. Thanks for the quick feedback better response time than most forums. :)