Hello Joopson. Nice to meet you. Sorry for late answer. Recently, I try to focus on the substance painter job. I just modified the blade as you suggested. However, It does not looking good well yet. I will fix more, and upload it as soon as possible. Thanks.
It's a modified 1920's tractor. The theory behind the screw propulsion is that it would allow easy movement through snow and mud. However they didn't work outside of these conditions, and were slow in them. More can be read here if you are interested: http://en.wikipedia.org/wiki/Screw-propelled_vehicle
Jumping in on this one cause I love the theme. Just a small piece from me as I'm limited on time. A butane torch with a modified nozzle, WIP from last night. Keeping it under 1000 tri's. This will (hopefully) all come together in the textures. Working on the normals now.
vTools comes to mind, but you would probably have to add prefixes to the name of each layer group. I also found this: http://www.damienvanholten.com/blog/export-groups-to-files-photoshop/ it saves out as PNGs but I'm sure you can modify to save as other formats.
They're hard limits enforced by the importer. Everyone follows them because they have to and I don't know any specific examples of workshoppers going past the limits themselves. I know there's a script you can modify to change the limits but for the most part everyone follows them.
That is odd, I haven't had UVs blow up like that when importing. Are you using ASE format and do you collapse the UV modifier before importing? Also, do you remember what the actual error is with the stairs? Invalid vertex coordinates, or something like that?
Looking at my concept close, and I can see my proportions are off in ratio to the size of her head piece to her head, specifically the space of her eyes are the width of the piece itself. I have made adjustments, as well as modified the joints on the head supports to be smaller.
Okami used the black brushstrokes in a modified cell-shading effect, whereas you are simply using it to outline interior details, which causes them to look unfinished and out of place. perhaps if you carried that detail out to define the silhouette with a shader it would feel more uniform?
1. Make highpoly entirely in modeling application or Model basemesh/highpoly and then import it to Zbrush/Mudbox to add details or sculpt on it 2. Make lowpoly by either modifying highpoly mesh or retopologizing it to create low poly 3. Unwrap UVs 4. Bake maps 5. Texturing
Set your models to one smoothing group and try to have the least amount of modifiers possible. Also, avoid RT lights of the Nitrous, and make sure your UV's are NOT stressed or set outside the 0-1 space. These right the top of my head kill Max's Viewport.