Thanks for the feedback. Here is an edit of my site as a gridded page. I reduced it to a 3x3 grid: http://www.alecmoody.com/index_revision.html Part of me still thinks I should go to a much smaller set of images. If I had to pick 20 images and have them on one page. I guess I will try that as an exercise.
It's a pity you post quite late in the development, because it would have been good to get feedback on your layout plan. I would have gone with a different kind of grid, either triangular or more likely hexagonal. That way you'd probably have a less noticable grid, and you would have less squish/stretch on the 'diagonal'…
Earthquake I've looked at the thread previously. It's a very nice thread. I looked at your website too - it has some impressive work. I'm aware that my model has too much geometry but take Jays example above, for example; while it works for what he's shown, the fillet on an ipod is much steeper so geometry that light…
This looks great to me and I find the modular breakdown very interesting as I'm just planning my first environment for UDK and want to modularise it as much as possible. Are you able to share how you set up the grid and are using it to space elements. What grid size you used and how the pieces fit onto it?
Oh I was actually aware that 90° angle can't be captured in a normal bake, but I didn't realize the grid of my model (which are just cubes) needed to be slanted. I guess that means in the video his grid despite looking flat have beveled edges. Anyway Many thanks for the lightning fast and detailed answers rollin :D
ideally id like to squeeze the selected number of trees into the coordinates. That way the user gets the number of trees they have selected. What would be best of going about this. I was thinking one way would be to set the grid as the boundary that way all the user would do is set the grid the size they want and then run…
You can model the whole gym in max first and split it later in individual pieces. But before you go into the whole modeling process make sure your scaling is right. Nothing puts you more off than a f.ed up scaling. Try to work on grid but don't force your models on grid, sometimes it just don't work.
Maya Help | Camera Attribute Editor | Shake https://help.autodesk.com/view/MAYAUL/2026/ENU/?guid=GUID-C3EBB008-7DBE-4B9D-B9AC-1DA974CEFE15#:~:text=Shake Enabled / Shake But yeah for character animations, okidoki's solution might make sense.
Hey dude! The Human Reference model is governed by the size of your Units and grid setup. Try hitting the 'Set Unreal Units' first to set your Grid sizes and Units correctly. Then place the Player Reference :) I'm glad you like it dude, hopefully it'll fit well into your workflow. Any suggestions, hit me up :)
1) A and Shift + A in any mode 2) Change your grid to fixed grid in settings. I'd recommend getting used to it being dynamic. 3) Ctrl+1. You can also adjust viewport settings qucikly by pressing O. Also, Ctrl+2 lets you switch between opengl, shaded, wire only etc. Explore all the Ctrl+# options.