Not sure I agree at all with making the texture rotated like that. Having sharp diagonal lines can make texture aliasing a lot more noticable on lower levels of texture filtering. If the lines of the texture can line up with the pixel grid, they really should. Makes the texture scale better with mipmaps too.
I'm not sure how UT3 handles cloth sims, but in 3d max, you get great results with a grid topology (and it doesn't even need to be that dense, as long you have evenly distributed geo) I blocked out a quick example for you, it's far from accurate but should get the point across.
What i meant is: topology for sculpting is better when it's a grid, when polygons are evenly spaced, you get the same density everywhere on the model, so the brush reacts the same all over. Adding big polygons and edgeloops will change the brush behavior (and shift in density)...which can be a pain in the ass sometimes.
I have an idea. I'm at work, so i'm documenting it here on this thread. To use when i get back to my home. a. I'm going to not smooth the low poly and see if that makes any huge difference. b. if that doesnt work, i'm going to zero both the high and low poly on the grid.
oh guys :) u dont know how much this feedback means to me.. thank you SO much for ur kind words <3 @pior lol sure :) take the grid! @belkun <3 @xajai -.- -.- -.- @agito demm, you dont have to chase anyone! ur lvl is fucking awesome :D
Yes. The DynaMesh remeshing process can only work on volumes and not on surfaces. Something to do with how it uses the resolution to determine the 3d grid that gets wrapped over the model. It's very volume-based to the point where thin meshes will lead to holes and other errors, and a flat plane will cause all sorts of…
Thanks for responding. This might be a noobish question but.....if you exported each piece separately from max how did you "reasemble" those pieces in zbrush to make up your wall? I thought zbrush was a pain for this kind of thing due to lack of grid snapping etc. Thanks so much!! Chris
In Maya, you can use quadrangulate on smaller face selections rather than the full model. Large areas that were "straight" quads like a normal grid clean up nicely, just be sure to stop your selection short around 5+ sided poles where the geometry changes flow direction.
[ QUOTE ] If I remember correctly, the centre of the grid in Max is always where the pivot point of your model is in UnrealED. [/ QUOTE ] Everything else spot on but I'm shure that the object will have it's own pivot point separate from it's loc. And thanks for hosting that tute Fordy. I think it's one of the best ones out…
Watch tutorials and follow along. They will quickly teach you content and context of the tools available. Here are some goodies: [ame=" https://www.youtube.com/watch?v=v-3Ujw8pIWM&list=PL3EBD1FFF7FBC0690&feature=plpp_play_all"]BossBunny1 - YouTube[/ame] http://www.youtube.com/user/Pixelbahn/videos?flow=grid&view=1 Goodluck!