I have four screens, but actively use three, shuffling things around all the time. Especially helpful during Zoom calls, participants grid on one, presentation on another, browser/etc. on a third.
I'll have a look at xgen. I've improved the problem by increasing the length of the fur, might be that it's a scale issue. The grid effect doesn't really match my meshing I've checked over my UVs.
I tried to reset transformations in maya, (setting the maya world grid to 0,0,0) but still no change, nope, the model still requires some skilled hands to move it around, just like the first image.
You say it's a conform script so the calculations will be repeated. In that case look up voxel grids - you want to be able to repeatedly get verts near a given position first and filter only those.
So here it is, my preliminary done Mosin Nagant rifle. Any comments and crits are welcome! Maps (1/2 resized): 1-Grid 2-Diffuse + AO 3-Normal 4-Specular
Yeah, it's not really anything related to UE4, it's just modeling in general ... if your sculpting and damaging cause the verts to move off grid, you'll need to move them back if modularity and snapping are a priority for you.
use subdiv surface, almost the same as patch grids. you could even do it with a regular poly plane subd and then just crease the top edges. The equivalent of smooth in maya is set normal angle.
I like the rounder corners of the first one, both on the blocks and on the floor grid pattern itself. I feel like if you did that with the black lines then highlight the outside with white it would be really nice.
Small update with a blockout I'm building in Max, its made to fit the grid in UDK. Its still very experimental, trying out shapes and different kinds of open spaces to reach a certain mood.
Looks good. I think you should straighten the uvs more. Just turn on the snap to grid option in Maya and then go to uv mode in uv editor and start snapping the points to straight the uvs.