I didn't put this in the UDK forum as it probably applies to most 3d packages.
I have a modular "wall" asset, 192x192x16. Now that I have it unwrapped and textured I know I want to use it, for variation, to start making new shapes that "also" snap to the grid.
Similar to these:
![Workflow06.jpg](http://www.kevinjohnstone.com//Images/Gears2/COG_Hospital/Workflow06.jpg)
The Fist thing I tried was to get a nice wide bend. I took 3 of my section and applied a Bend in the X:-90 and then a bend angle of 90.
The shape isn't bad. But the other end doen't line up with the grid. Should I take the verticies of the end and just snap them over to the grid. Just Fudge it?
I also found to get the bend the way I need it, I needed to move the center of my gizmo down to one end of my wall or the other.
As it normally is with me. I try something like this and there is just -one- small, fundamental, I overlook; which then leads to a DUH moment.
Or, more likely. A Bend can't do ALL the heavy lifting and by some application of Geometry -won't- fit the grid when you are done.
![Bends.jpg](http://andrewchason.com/Files/Bends.jpg)
A nudge in the right direction would be nice.
Replies
And so, for an 180degree bend, just do the same too eh? Make the ends planar to eachother and the move the point so the closest gridpoint?
What a great suggestion. I just tried it, and it worked like a charm.
It's not perfect. Even with an FFD some verts end up being a little bit off, but I Fudge them by moving them over and snapping them to the grid manually since the distance is so small.
I want the ends to -seem- to line up with the strait walls seamlessly.
I have applied and Edit Normals and can see those normals, pointing off at about a 15 degree angle, when they should be aligned to the grid. I can move them around.
But; is there a faster way than moving them by hand? I can't seem to make them SNAP to the grid lines or that would be SO bad.
Any help is appreciated.
I've done like a 1000 of these from 128 bends to 1536 bends and every step in between, so let me know if you run into any more issues and have questions.
You can see how there is a seam in the bend at the top (in my latest image above). This is from the bend normals being smoothed by a smoothing group.
I am not sure how to take the end verticies and turn them 90 degrees, easily and quickly, so that smoothness flows well into end walls. Right now the vertex vector is about 15 degrees off the grid. It doesn't like to snap, OR have values put in manually. It also will not snap to any settings I might be using in an angle-rotation-snap.
so, this means you have to eyeball it, right? moving the center until it's close enough, and then snapping those verts to the grid? couldn't get them on the grid otherwise.
I've used both bend methods and they have their merits. The problem that I run into with FFD is that the FFD cage is created at the outermost points of your object if the verts you're snapping are the outermost point its normally fine to use it. If not as in you have an cliff with a roughed up edge to help hide the seam, or something that hangs out over the verts you need to snap, then it can be a bit of a pain.
Either method, I would still snap the verts to the grid after getting it as close as possible, just to be absolutely sure you're on the grid.
Yea, you still would snap, but if it is so close to the grid point that there isn't a visible gap, your verts barely move at all, and it is just to make sure there is no seam. It just makes it a lot more precise.