Sorry for the repeat replies. Something weird happend on the forum where I was awaiting approval, but hit the post button too many times. Woops! Scroll to the top (first post) to see the latest!
When in the border subobject level, don't select anything, click the bridge button and click the first edge an the opposite edge - you can pick any two edges to guide the bridging process.
I am not programmer at all whatsoever. But, what's stopping a programmer from changing the 'Spend $6' button in the game to send $1 to himself and $5 to the official account to be split between the team members ??
The feet could drop a lot of polygons, and the necklace thing should have that button(?) textured in or handled as floating geometry IMO. The feathers could do with some extra polys to smooth out the silhouette.
True, but let's not go ALL the way back there with the level design. I hated the "push button, hear a door open somewhere, no idea where it is, now it closes, try again, *sigh*" routine.
Looks great so far. It reminds me of Alice in wonderland and Narnia. What was going on with that last image that is causing it to look like that? was it just the post processing? There are so many dials and buttons in that thing.
Awesome, thanks for keeping it real! @CorentinBaillot Somehow I'm not surprised this still happens to people. Srsly idk, autodesk....what are in the hell are they even doing? just smack a damn "reset this button" in that menu
@poopipe Thanks for this: "In maya you could set texel density to 512 px/m and tell it the map size is 512 before clicking the button." That made it clear :) Have a great day ahead!
An another script maybe. Or: http://forums.autodesk.com/t5/modeling/aligning-vertices-in-a-straight-line/td-p/4106016 There is a button called make planar by the way. Or you can scale the verticles on an axis.
You can try the following: make a 128x128 checker texture. Load it in your uv editor. Pixel snap your elements (alternative option on the grid snapp button in the bottom right corner).