I recently got my hands on the Blueray for Total Recall, I Will be using it to adjust my blockout within max with the new angles the movie provides.
I also ran into some issues with shading errors inside of max, marmoset toolbag and UDK, I decided to experiment with editing the vertex normals of the object, I ended up averaging the 4 sides individually to flatten them down.
This edit meant I had to re bake the normals in Xnormal as they no longer matched with the normal map bake.
The edited vertex model displayed much more cleanly in marmoset and max, but I was unable to get these into udk, in the end I used the simplygon tool to get udk to edit its own normals, this seemed to work very well and I ended up with a similar result to the other programs with only a minor rise in vertex count with the new breaks.
The left side is my averaged normals within 3Ds Max, middle is the default import into UDK and on the right is the Simplygon edit.
I think all of this was caused by an issue within max where editing the vertex normals on a model at any point causes it to ignore your smoothing groups, it seems a fix is to run it through the smooth modifier, this fixes the export to Udk, one of my biggest bug bears.
Decided to test the finished mesh and textures in the 2 engines I am thinking of using for the project, Cryengine 3 and UDK, I think if I was doing an exterior area Cryengine would take it by a landslide, but I am not, so a lot of the advantages of the engine are lost.
I have also started work on a couple of the medical pieces surrounding the chair, here is the “Mind Trip Reader” alongside the current pillar. It still needs a lot of more subtle work on it and a gloss map to help sell the material types.