Yep, thirding. Though I gotta say, for modular meshes you generally want to avoid thirds because they don't easily fit into a grid to add up to 100%. Better to use fourths...
Here is a pic of the front/back/side with wireframe on shaded showing. You can see the grid in the pics too. Again, have only just started the face, and haven't messed with the knee yet.
Hey guys, this is probably a strange or silly question, but it's bugging me. I'm making the steering wheel for a race car. It has several bits: Buttons and Dials (6 buttons, 4 dials, half on either side) LED MoTec screen (the two big rectangles you see in the middle) Center wheel Bracket (the block the buttons and screens…
I did not know that! They are fixed now. Looking clean. The scope looks good, I bet the center part is tricky though. Have you attempting the grid pattern on backside of the shoulder pad on the stock?
What is the scale of your model in Maya? If it's too small on the grid, this will happen. Just try scaling your entire model up in maya, feeze transformations, center the pivot on the origin or whatever, and try again.
Compared to UDK ? It's stoneage. First thing coming to my mind is grid density dependent on scale. Lack of alpha brsuhes for sculpting, hard loding (instead of smooth transition), accuracy problems on bigger terrains.
I like the way shadows of roofs grid look. I think maybe you should dim the closest lights, so they won't take accent from train. Finish it soon. Good luck.
The hair primatives are all grouped at the guides at the temples and all spread out on other guides. Did I run the guide setup for the clumps wrong? WIth the clump off the hair at the temple doesn't even touch the scalp mesh. What is going on?
I dunno how to make sense of this paragraph? I saw all the content in WoW and thought it was easy, so my guild must have been bad? And traveling to dungeons? I think you're mistaking difficulty for inconvenience... Grinding forever for a key isn't hard, it's time consuming... Yes it really is too bad you don't have to…
Looks like a very nice add on! What does the orient island feature do exactly though? Does it rotates it so it's straight on the UV grid or will it rotate it so all islands are facing up?