If you're modeling to the grid and using power of 2 dimensions (8,16,32,64,128 etc) then you'll be able to take advantage of the grid snapping in Unreal and provided your mesh was made on the grid, it will snap perfectly together without any seams. Good luck -Tyler
Hello, often I struggle with the 3ds max snap option. For example: When I use snaps and I want to align eg. a vertex to the grid, I need to zoom in a lot so I can see the vertex and the gridline clearly. but then the gizmo is out of screen, so I cannot use the gizmo anymore. Sure I can use the working pivot point, but…
[ QUOTE ] I think there is a tutorial on 3d buzz that shows you how to set the grid in max so it matches the one in unreal ed. All the setting units do is set grid spacing to the best of my knowledge. So if your grid matches unreal all you have to do is assume that 6 units will be 96 unreal units as long as the grid in max…
In the "snaps" tab, I typically have one or the other selected. (grid or vertex snapping) Using grid snapping in any kind of perspective view is usually not usable (unless creating a primitive on the grid.) Just in case this helps you find your solution.
I'm trying to layout my UV's to match an Atlas I made in substance designer and it would be very convenient to have the grid in the texture editor to be 256x256 squares so I could just snap most of my island to the grid. Anybody know how to do that? Thanks!