Try creating a camera and setting its projection mode to orthogonal. This is the base for isometric views. Then you can orient the camera as needed, like 45 degrees in the yaw (up) axis and -30 degrees in the pitch (right) axis for example.
Looks cool! Did you have time to check their newest build? 4.5 They added special new map for testing assets https://www.unrealengine.com/blog/unreal-engine-45-released You should defenetly check it out
and i would not make the trim that rectangular, what do think will come out of this? looking from the side it's only a soft bevel with 2-3 pixels height, instead of doing it with 90° shape i'd try a 45° shape
heres how it looks (with the bevel theres a nasty seam on the front of the base. im trying to clean it up , but its a bit tricky since that edge on the UV layout is 45 degree diagonal. gonna start the diff/spec etc.
went to a morning show (9:45 am)--it was nice, there was an almost empty theatre. fun movie..not great, not even 'good', but it was certainly not the train wreck xmen 3 was. I was entertained. rottentomato-o-meter is pretty accurate on this one.
It's in the Freeform section of the graphite modeling tools. Here's a little tutorial where he uses these tools to conform a ring onto a sphere (skip to about 04:45): https://youtu.be/s1bTyPHbI3k?t=4m45s
I'm not sure you could actually hold the device straight with the way the rear handle is currently angled, or at least not at all comfortably. The grip needs to be rotated about 45 degrees towards body of the device.
[ame=" https://www.youtube.com/watch?v=cFC2bVi5euE"]MLA "Fishing" TVC 45s - YouTube[/ame] Who're you going to believe, some so called scientist or Sam Neill and his orangutan friend?
I'm sorry but your lines are too close together and somewhat resemble the twin towers, we have found that offensive and I formally request that you rotate one of the lines at a 45 degree angle