Unity's scale is 1 grid unit = 1 meter. As long as you're using physics, you should attempt to keep to that scale. If your Max scene is set up as 1 unit = 1 inch, then yeah, you'll want to set up your max exporter to export at 0.0254 scale for a hassle-free workflow.
You might have to save the project file before hand (which should save your grid/image plane setup). Then if you run shadow box and it messes things up, you can still export the newly created tool out as a separate ztool file, reload the project, and then import & append the tool.
yeah word is just a word processor, not a layout or design app. Maybe openoffice or now also known as openLibre behaves better. InDesign is a dream for stuff like that, planting images and have text flow nicely around the images or a design grid. All magazines and commercial prints are done with either InDesign or Quark…
You're right, it'll only work at the prescribed angles. If you lay out your sheet to match the grid you use in your uv editor it's relatively quick to lay stuff out - then you just have to pixel snap UVs inward a bit to eliminate the artefacts from where the normals filter together.
Update on my room, Next to add dirt maps and work into the textures more, lighting at the moment is only temporary :) This is my first scene that I've made from scratch, definitely learnt the lesson of not modelling to grid hence the over lapping of the models and the imperfect meet between the platforms. Any thoughts on…
I still have some bleeding, I made a new layout with padding based in a grid for 32 resolution leaving 2 pixels horizontally and 1 pixel vertically, I re-scaled some small pieces but didn't work, I have less bleeding but I have a few really bad ones
Indoor/outdoor/hybrid/linear/open-world/multi-storey/fpp/3rdpp/top-down/isometric/sidescroller? What have you got in mind? A simple 2d plan sketch is a good place to start. Planning the assets to a real-world scale/grid is very important if you intend to build a modular level.
I created a tool for maya to export to UDK, has multiple options to batch export, chagen grid units, re scale and more. . : DOWNLOAD HERE : . (Save as Link) If you have any comment, sent it to me at: deodatopr@gmail.com 1. Window > General Editors > ScriptEditor 2. Load de Script "DeoLights.mel" 3. Execute it (Play). Deo.
Recently I keep having a problem in max where stuff seems to move as if it's snapping to grid points, but snapping is definitely off. I think the problem is that I'm working on a very large scene (as in a large area), with some things very far away from others. Has anyone else had this problem, and is there any way to fix…
You can make all those boards floaters that simply intersect and overlap. Including those chamferered edges it'll be 8 polys / 12 verts per board: In an example of a 15x15 grid of boards, that comes to a total of 240 polys and 360 vertices: ... instead of 4349 polys and 3960 verts. Floaters will also be beneficial for UVs.