Was able to get some time in on this today :) Normals baked out, still need to go in and fix them. Hope this helps wasabi :) There are many ways to go about this, this is just how I did it... I messed around with the bend modifier to get the desired loop effect.
@jeffry Here's the wireframe, it's a bit of a mess at the moment, most of it is still low poly. For the renders, I used blenders bevel shader. The welds are just cylinders with a displacement modifier. I'll probably switch out the texture for something that looks more like welds but it works for now.
Thank for the crit (especially ZacD,i think you open my eyes a bit :) ) so i have go back to the high poly & start to modify or doing again pieces,still many thing to change but for now is like this: (screen before/after changes)
Alright, I will try to change it as you describe in the next version. Thank you for the feedback. Can you also confirm about Qt Creator compile error ? It must be gone when you change the folder name so you will not need Visual Studio to modify.
I assume these are characters with five different sets of armor each? I think you'd model the armor as separate from the characters, and add a physique/skin modifier to the skeleton when the time comes. This depends on the needs of your game engine. Are you planning to use biped?
Since you say it works perfectly when you have 1 object selected, I've modified your script to force it to do one object at a time. Give this a try. It seems to be working for me in Maya 2015 SP6. **EDIT: Fixed an error with iteration and selection.
i think colour breakdown means you need modify colour and break it into pieces. right now what he mean is view from far (or in game), it is 1 dark blue only. so he meant more colour variant for the set i think.
You can create an outline pass in the shader though this can look weird at certain angles. Like this: Pass { Name "Outline" Tags { } Cull Front ... You can also modify something like this: https://willweissman.wordpress.com/tutorials/shaders/unity-shaderlab-object-outlines/
Are you literally using symmetry? As in the modifier Have you tried cloning a side and mirroring it instead? I have quite a few models in UDK right now that I've cloned, mirrored, and welded down the center and I can't say that I've had that issue with the normals
Thats good with 3ds max (dont know if Maya got it as well) that you can apply editable mesh modifier and adjust the triangles without actually triangulate everything, so you can keep it more 'clean' in max but it export it with the triangles pointing the right way.