did you reset the x-form? can we get a screen with bounding box, grid, wires and axis? include the x y z transofrm numbers at the bottom, under the animation bar (highlit the geo and have the move tool selected)
I have mapped my Z, X, and C keys to zoom, rotate, and pan respectively - so I can switch to those modes without using the middle mouse button. It takes a little to get used to it but I'm fast at it now.
Griffnix: Hold down CTRL and click/drag on an axis to move in the perpendicular plane of that axis (tad weird but you'll get used to it) ... so for example if you want to move in XY plane, you'd CTRL-click and drag on the gizmo's Z axis.
You can use a max falloff material set to the world z axis, to bake out a vertical gradient on you model and it's high areas. That alongside a cavity/ao map should provide a good base for some filters to fill in the rest.
I was having the same issue and I found the correct solution from this video. Basically, append R&G together then multiply x2, subtract 1, then derive-z. Although the compression of BC7 is not as good as the Normal map compression, this still yields very nice results. https://www.youtube.com/watch?v=m5bP-xc6Sgs
I've seen tons of game assets that are not welded, mostly if they are static and not deforming. Depends on what you are doing. -Do you see a seam? -Are you wasting uv space by crashing objects into each other? -Is there z-fighting? I personally wouldn't obsess over welding everything unless there is a reason to, especially…
Hey, I dont know about marmo but in unreal you have mesh decals. Look into that. I guess you can do floating planes with transparency for marmo, just give them a slight distance from the base mesh so that you dont get z-fighting.
What you could try, is making a plane with enough verts to allow for vertex painting, apply your graffiti texture and mask to this and float it as close as possible to the wall without producing z fighting, and set it to not cast shadows. Then you should be able to do what you're wanting to do.
Sounds like it may be a camera clipping-plane issue. Tried messing with the FOV and/or the console cvar "cl_nearPlane"? If it's flickering it could be a Z-fighting issue maybe? Yeah the Illum is the right shader for most objects, was just checking you hadn't assigned some other specific shader by accident.
you mean this? http://www.sheridanc.on.ca/Programs%20and%20Courses/Full-Time%20Programs/Programs%20A-Z%20Index/Art%20Fundamentals.aspx Basically if you are meaning to take such things via college you can take em anywhere doesnt really matter. Its just a matter of practice.