You can extrude the ring of inner edges in on XY and with all of them still selected merge edges to center Also, you can set materials in unreal to be two sides, so you won't have that issue.
Does that not restrict movement strictly to the xy plane? Even with custom grids at all time wont either the x, y or z coordinate need to be zero? I want to be able to move an object anywhere and it always respects the 10cm increment.
Maybe I'm not understanding you, but you are multiplying the center by ratio. I just commented that out on those line and it's scaling from the XY center of the selection. xPos = selection.center.x --*ratio yPos = selection.center.y --*ratio zPos = selection.min.z*ratio
Thanks for the breakdown, so you solved it with an XY controller and (let's say) 4 correctives: up, down, left and right, with center as the base shape. Do you have any clips of the fixed eye in action? Flat eyes are a common problem.
http://www.polycount.com/forum/showthread.php?t=117759 Click this link and change "move" with "scale" : ) - Subtool master/scale in deformation tab/subtool master again or - use deformation tab/scale with XY with each subtool edit: what cryrid said... ^^
Griffnix: Hold down CTRL and click/drag on an axis to move in the perpendicular plane of that axis (tad weird but you'll get used to it) ... so for example if you want to move in XY plane, you'd CTRL-click and drag on the gizmo's Z axis.
Ya now that you point it out the bricks don't really make sense for a wall it would be more of a brick like texture. I see what I can do about the moss on the XY Floor. Thanks for the critique Lucas!
Because the grid only exists on the XY plane in the perspective view, that's the only way you can snap. AFAIK, you'll have to switch to a side ortho view to grid snap on the Z axis. It'd be nice if the grid was "3D", though.
added at the counter... welcome to those moments "Hey I have 1 dollar here and item XY costs just 1 dollar!" just to find out at the counter that you have to cough up some small change for the sales tax :/
Hey, That was a little tricky. I think because hex patterns don't line up with square grids like the tile generator. I had to compensate by stretching the pattern shape a little. and making the tile generator XY amount 7 by 6 and vertical offset of 0.5