just slice your mesh with another edge where to tile. Pretty common place when dealing with vertex lighting, alpha blending. Sometimes it's good to start with a gridded plane mesh, and shape it to whatever you're making.
Up, down, left or right, doesn't matter, so long as they are moved a whole unit. What you see in this square is the 0,1 space (a grid measured from lower left to upper right, center being 0.5,0.5)
Looking great man :) . I would highly recommend paying more attention to your perspective. I would highly recommend fashioning some prefabricated perspective grids to help you get in the habit of using them.
So cool! I love the grid wall crafting system. This could be super cool. This is how you take the good parts of a game and make something new and different with it. Evolution! Genre making! *cough*fortresscraft*cough*
PeterK - Sure man, nothing special going on, just the mesh that the Zspheres spat out. I think the key for soft detailed areas like this is to keep the base even and grid-like, so it's like painting in Photoshop.
I never liked the knife tool. If I need to cut, I just add an edge loop. It's easy to use, especially with using the mouse wheel to change the number of cuts, and holding CTRL to keep them on the grid.
Hi to all! Is there way to use a Live Construction Plane as a grid with own coordinate system, like in 3ds Max? It rotates fine, bit continues to use world coordinate system, so I can't create a primitive with correct alignment on it.
Boolean is one method. In 2023 that's a Compound object as you probably know, so it's a bit of a one-way trip, no undo once you've initiated it. It's pretty good with watertight meshes. Another would be to set up a modular system of meshes, and model them on a grid so they snap together perfectly. You could have a wall…
Looking great! What I would like to see are the lights that go along the bottom of the wall. Also the grid spacing on your floor is a bit larger than the lines on the concept, might be something worth playing around with.