Snap to grid doesn't function quite the same way. What I ran across was a way to highlight a desired vertex within a UV island, even while using the freeform scale / move tool and in face selection mode, and have that vertex snap the whole island to other UV verts. It was buried in some unused commands in the quad menu, I…
LONG VERSION: Yea but afaik it takes manually creating it and positioning it yourself using the shadow options (for targeted directions) then turning off the shadow directions after the lights position is set in the placement you desired. It is a bit of work i only did x,y directions and 5 lights per direction seems well…
Here are some links about the character skill trees. I couldn't manage to find Brick's talent info. Siren (stealth girl character) http://multiplayerblog.mtv.com/2009/09/16/borderlands-class-guide-the-siren/ Hunter (sniper) http://multiplayerblog.mtv.com/2009/09/15/borderlands-class-guide-the-hunter/ Soldier (support and…
I would say that's just how it is. There will be probably a difference in the grid density if you compare the hands or feet to the body. On the other hand you probably add some edge loops that come from the limb, circle the joint of limb and body about maybe 180 degree and flow back along the limb. So at least I don't know…
HAWK12HT fixed it with the world scaler in 3ds max. Opened up the UE4 character in another scene and saw that he was 182.53 cm in total. My UE4 character in my scene was only 92.5 So taking 182.53/92.5, i got 1.97. So using the world scaler in 3ds max, i selected my mesh and multiplied it with 1.97. And everything aligned…
I think blog format is fine even with the header but I'd suggest you not put your images in the 2x2 grid you have going because having to scroll around a huge ass image to see all the pictures sucks. Just upload them individually imo. As long as your work is well presented I doubt anyone is going to care if it says…
The snapping alone is a awesome compared to Max IMO. Holding down: X->Grid, C->Curve/Edge, V->Verts. Hitting insert lets you change pivot. UV Tools probably Roadkill, or this one that another Polycounter mentioned recently that I saw: http://www.castorlee.com/maya-tools/auto-uv-mapper Also I agree with SpeC, NEX is pretty…
@Doughnut Thanks! @Rhoutermans I never rode one either haha @cman2k That might be the cause of my particle issues. However Marmoset only allowed me to have the particles transparent if I switch on the Alpha to Coverage option, which results in the dots. If I don't switch that option on, my grids remain opaque. I'll look…
mortalhuman - Thats true that you can do that. If tiling only needs to happen in one direction that will fit the bill. I was assuming he meant tiling along both x and y...like this: Instead of using one tiled texture for brick, and a different one (or ones) for uniquely uved portions, you would cut up your geo in a grid to…
I went back and made the supporting bits for the racket a bit thicker as suggested. Also reduced the rows on the grid and made them a bit thicker so it is more noticeable overall. The alpha for that is coming once I start texturing. Clipping and shading errors for curtains and chairs were already fixed in the new versions.…