Just tried baking this for you. Brought into Max, lowered low poly plane below highpoly mesh. Re-UV'ed the plane to make sure it was perfectly snapped to grid. Added Cage to low. Exported as .SBM for both Low and High. Had problems with the normals exporting correctly so I set hi-poly to 'harden normals' 0 Bleed. Baked at…
Learn typography, designing with grids and how to use margins and padding effectively. If you want to be involved with building websites, it's highly important that you learn these basic staples of graphic design. Just know that if you become one of those godawful no-skill, all-mouth developers/designers that seem to be…
If you import it as a subtool, it shouldn't move with your current one (although it will rotate/scale/etc to match the 'camera'). If you want it absolutely static you can snapshot it to the document, use an image of it on the grids, or have it in the background and lower the opacity of zbrush. You can also give the subtool…
You mean, just like two eyes??? :P I remember playing tricks to myself as a kid at school, drawing little squares at different distances and having fun making them 'pop' in front of the grid lines by "looking in 3D" :P For some reason I don't like it too much when it's a real life picture. It's more fun with miniatures,…
Most emitters have an arrow coming off of them to indicate their normal x,y coordinates which is usually to the blue grids x,y on a level. So if you're telling an emitter to move or rotate a certain way but change its projection, it'll be the opposite of what you want it to do. Usually. Also do you have this emitter set to…
What does your cage look like? If that is off it could be causing problems. You can always paint something like that out in photoshop as well. You can get a little bit more uv space if you would overlap UV's. I see quite a few duplicated pieces in there. Just overlap them and move all but one 1 unit off of the uvw grid.
Looks great so far - I cant think of anything to crit other than what has already been said. If you are unfamiliar with it, you check out an old game called Xcom: UFO defense. The entire game is 3/4 perspective like yours, and they did a great job populating their grids, considering how old of a game it is anyway. Perhaps…
Use centimeter. One Unreal Unit is equal to one centimeter. You could also use meters and translate the decimals in your head; I believe setting units to CM causes one grid block to equal one CM, which is crap. Having each block be equal to 100 units I think is generally more useful. Especially when making anything…
the grid squares are 10 units other stuff you'll probably enjoy includes.. rightclick will drop/cancel whatever you're doing the right click menu is context sensitive and includes things that are useful based on what mode and tool you're using - it also changes with modifier keys (eg shift/alt) to repeat a command…
For designing websites I normally follow something similar to the 960 grid system. http://960.gs/ It basically makes the largest division or table(eww) a width of 960. This allows for a lot of freedom when designing he rest of your site as 960 is a flexible number and allows for a good combination of columns to fit inside…