If you want to push it a bit further you could make the surface behind the grid in another texture, and display it with a parralaxe effect, like if it was 10 cm behind the small grid. The surface would be flat but it would look like there really is some depth between the grid and the other surface under it. It is quite…
I had this problem aswell, Max by default uses the excact position where you clicked instead of your selection to snap to the grid. So if you click 1 unit next to your vertex and snaps it to the grid, the vertex will snap to the grid with an offset of 1 unit. You can fix this by going to you Grid and snap settings ->…
So trying to use muticut to add the muscle shapes i've ended up with tri's but can never work out how to get rid of tri's :( If I collapse an edge the tri disappears but the next quad along becomes a tri. If I cut a tri in half all I get is a 2nd tri. Maybe getting rid of the tri's is something for later and I shouldn't be…
Hello everyone. I've been looking at 2 games recently. Final Fantasy X and the latest Monster Hunter. I remember really being in love with the FFX colors in both the world and the characters. I never really discovered why. So how do people come up with color schemes? The DOTA workshop document said all of their characters…
Hi everyone, I'm working on a project for fun. The gfx engine is not so bad but to really optimise it's doing a lot by hand. It's a free driving sim/game: http://www.racedepartment.com/forum/forums/racer.117/ Anyhow, I'm currently building the rolling moor land that the driving course runs through, so you can see up to 10…
We've tried to design the texturing tools to be flexible and not limit you to a specific style or workflow. There's a free 30-day trial so by all means, give it a go and see how well it works for your needs. To answer some of your more specific questions: "is it only designed for high end texturing (procedural auto-mask…
It can depends of your target engine. Most of the time, the scale of your environment is based on the player scale. It's the view of the player which guide your scale reference. So most of the time you adapt the scale of your 3D Software to your target engine/game. If you stick to you 3D app only, you are free to use…
Snapping to a grid works the easiest if you keep the panels aligned at 90 degree rotations. If you rotate 45 degrees, the grid won't line up anymore, so you need to either make special angled pieces or you need to scale them to fit. Rotating in other increments makes it even more difficult. Also the origin is very…
Hi Everybody! I want to share with you the visual guide that I created while working on the update of Hard Mesh, a modeling plugin for hardsurface non destructive modeling in Maya. These GIF illustrates some functionalities that have been updated on the next upcoming free upgrade. You gen get the trial on the official…
I wasn't sure where to put this thread so if this is wrong, please move it! But I figured since I wrote the app that it counts as pimping. Anyway... Yeah, I took advantage of one of our Free Fridays here at Epic and wrote this utility that lets you lay down vanishing points and copy the resulting grid to the clipboard. You…