If you are working in editable poly, you can select the vertices, look in the command panel under Edit Geometry, and use the Make Planar buttons to align it to the X, Y, or Z axis.
I like it, but there is something wrong with the cast shadows. If the objects cast such a 'projected' shadow then the vertical beams of the shelf should also project their shape inside the cubes... Adding that would help alot!
to make it completely non-planar you have to move only to vertices...easy enough in maya as well. i dont think max has specific "make non-planar" tools. ;)
Looks great! Just one thing caught my eye in the last image. The wallpaper on the left side (bottom part) has got false texture rotation, it is horizontal but should be vertical ;-) .
Hello Farfarer, thank you for helping . No they don't, but I just found the issue ! I didn't invert vertically my displacement map after export from Mari, inverting it resolved it .
It doesn't ""delete" them, it snaps them to the closest point of the kitbash asset. In your case you'd probably do a quick inset and it'll snap those vertices instead of your loop.
Thot be a foine heed bouy! But... I think her eyelashes are sticking up way too much. They should protrude more horizontally from her face and not so vertical. -DK =^..^=
Check out the reference. There is one ork on each side who controls the horizontal and vertical rotation, and another who hangs onto the back of the cannon to fire it, hence the hand and foot holds.
For modeling the head, you could rip out those spinning duke head hologram sprites out of the game for reference. :P I think his torso's too long vertically.