have you checked if the uv-vertices are welded? click-select a single one and move it, see if the geo is still held together at all. in Z there's a setting tool->im/export/mrg (uv coords) that may need to be ticked.
Looks good so far. My advice would be to make it less straight. So far the walls and everything else look too perfect. Damage it a little bit, move vertices around. There are no straight lines in these type of structures.
In the word of photocopies, 100% = the same size. 200% = double the size, 50% = half the size, and so on. Anyway, good job Peppi! Once I get the vertical design working I'll come back here and give it a whirl.
Neat, but faking vertical paralax through camera tracking seems absolutely useless to me. A 3d display for only one viewer? Who has to have a sensor or whatnot on him? I'd just dump that feature and focus on the rest of it.
well, those tutorials helped......i'm getting started on a snail. just for the heck of it. and, by the way, i KNEW that wings 3d was polygonal, but what i meant is that I never used to extrude to model, just edit the current vertices.
Also don't forget you can move the pivot point of the selected vertices by holding d and then snapping to another vertex and scale out from there. You can even lock the pivot if you like by clickin the blue eyeball.
Hey counters, I'm starting on a new environment piece based on a fantastic concept created for Halo 4. This will be my first project done in Modo and I'm hoping to hone my hardsurface skills and modular environment creation. So... here goes! (had trouble with the vertical :poly127:)
If there is a flat surface on a low poly can I remove all support edges and keep only those which keep vertices in their places to retain a shape's form? Will I get shading errors afer I bake my normals?
I created a pose with a 3D object in clip studios paint. When I create a new layer to draw over it, this grid appears and only allows me to make horizontal and vertical brush strokes. How do I turn it off?
You can't push an edge outside an existing face in max but there are plenty of other ways to achieve the roof overhang example. I'd probably snap my pivot to one of the top vertices and scale it although using face constraint might do it