Don't forget about custom grid helper objects, they can be positioned and aligned like any other object. This helps when working vertically in perspective view. It's a pain in the ass to always switch from pers to front or left view just to use the vertical grid. Grid objects can be found on the Create Panel > Helpers Tab,…
You can make a perspective grid in photoshop. Use the Vanishing Point filter and then use the use the Render Grids to Photoshop option. You can even have it place 3d version of your grid into the scene. It's not perfect but it does work.
Because the grid only exists on the XY plane in the perspective view, that's the only way you can snap. AFAIK, you'll have to switch to a side ortho view to grid snap on the Z axis. It'd be nice if the grid was "3D", though.
Deselect all faces, then pack. Also, put a grid texture on your model. These grids are better than the default Checker: http://wiki.polycount.com/wiki/Texture_Coordinates#UV_Map_Grids If you use a grid with circles, it will be easier to see distortions, and pixel sizes.
Hi. I've got a character sculpted in zbrush. With the floor grid 'y' axis turned on in zbrush the character is standing right on it. But when brought into Maya the head of the character (not the feet) is at the level of the grid (I did export it as an fbx, not obj from zbrush). Is this what normally happens?
Ok, I think I get it now. As long as the dimensions fit on a power of 2 grid scale, they're fine? EDIT: That is to say, not necessarily a grid scale of 2 but any grid scale in UDK since they're all powers of 2