Tried all of that nothing works :( I tried using textures that I know work with another model so I don't think it's the textures as the same error appears. As a weapon i've just bound it to the weapon joint; selected both the weapon and the joints and then exported as an FBX.
I always remember the bird is the word from an old Natural Selection map called 'Bird_Seige' or someting. It was a pretty fun map, but while you where waiting for people to join or pick teams in the ready room, it just BLASTED BAHBAHBAHBIRDBIRDYEAHTHEBIRDISTHEWORD over and over and over and over...
so you are using xsi and modo for 3d modeling? No matter, your work is good :) As for the last one, either construct the front of the model or select the faces and try to invert them. This process usually fixes the problem for me in xsi (that is if you are using xsi.) Good luck
i would recommend to change the verts a little to have a nicer flow of the shape also i wrote a little tutorial on mirroring objects: with this technique you can then select the lines and remove them (with the remove button). also check the remaining verts and remove them aswell.
Thanks for the kind words guys! I'm glad it helps! I have one commercial code I will be giving away here, Post why you love nDo2 and what you will be using it for :) I will randomly select the winner (using google random number picker)
I'd just make a seperate small texture for the bars that tiles in one direction. for your uv's, just select all the faces on one side and just use a cylinder map, then you'll probably have to re-adjust the uvs a bit since the bar is all crooked.
No, inset isn't designed to work that way. Inset basically determines the direction inset verts move by generating a matrix from averaging the normalized parallel edges for its side-to-side angle, and the selected faces edges (including the hidden ones) for the the relative up/down angle.
That's all good but what if i want to make a type of flower that is not scanned, should i just take the scanned ones and just tweak them? I'm just trying to find a good workflow for making all types of flowers in high res and the selection there is a bit limited.
At the top of your screen, in the main toolbar, there's a listbox witth the current coordinate system (world,view,local...). On its right there's a button which sets the pivot position to different places. You most likely want to "use pivot point center" or "use selection center"
Ah ok. Not a big fan of explode baking I'd rather use selection sets so no confusion there. I may be wrong but what I like about baking in substance is the high mesh seems only to be used for referencing purposes and doesnt seem to actually load it.