Normalmap-lighting looks strange too where the two meshes intersect, and in older engines (depends on the precision of the z-buffer) you will get z-fighting in those areas too.
alt + z for undo selection alt + shift + z for redo selection I have it bound to alt + mouse wheel myself for going up and down levels. pretty slick really.
Some Z fighting/Z-buffer errors will occur too, not to this degree but something to be aware of, and it only gets worse as distance to the object increases.
Yeah Dragonball (not z) is really quite good, and has been said, pretty comedic. Z got weird due to production issues. ... as in the animation studio was getting ahead of the writer's licensed content.
The main ones are D, shift, and alt Those three alone allow me to shift up and down subdivision levels, smooth, switch between z-add/z-sub, and control the camera.
@monster Just wanted to give you and everyone else a quick update. I managed to match Unity about 98% on a 1:1 in camera views. So while the physical camera did not allow me to shift to vertical, the Free Camera did. So kudos to you Monster. I even managed to match the position values from max and unity and the camera…
Scaling to 0% is easy with Seneca's Stretch Snap to Zero script. To make planar to the world axis: 1. Set you Action Center to Element and your Action Axis to Auto. 2. Select whatever you want to be planar. 3a. Place your Action Center on a vertex that you wish to make the "plane" at. 3b. If you are uncertain of your…