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Structured, Scaled, Snap-Fit Modular Design Workflows!?

polycounter lvl 6
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Bletzkarn polycounter lvl 6
How does one create Snap-Fit well structured modular assets in 3DS MAX and effectively use them in Unity.

Problems: Max is terrible for this kind of structured work, tesselating meshes, keep things within tight boundaries (1mx1mx1m etc)

Then Unity is even worse! Even using snap to grid, the grid falls apart very quickly, rotating breaks assets, moving objects always skews the position. (a grid position of 15 will somehow wind up being 14.85994949394....) Don't even get me started on copying and pasting.

Can anyone point me to some good tutorials / papers on this kind of workflow?
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