As some may know I hate the blue channel in bump maps, and so I have spent some time fiddling to get rid of it (completely, no deriving it nonsense). Here's a wip of the fiddling so far: (image down: not accurate for use) It's very loosely based on the idea of a 'derivative' map. I have absolutely no idea how good of a…
Thanks for the tip. This appears to be where my problem lies. When adding edge loops I can't seem to get them to snap to the geometry. I tried snapping to grids, curves and vertices via the hot keys but they seem to be ignored. I did snap one piece to the other, then did a boolean difference and extruded the face that was…
If you place the centre line of your wall along the grid you need less unique modules and there are less edge cases. Sadly though that's usually Impractical and as a result you need to cover walls being on both sides of the grid line. Put your pivot at a corner, set the grid to a single wall component size, make some…
In the "snaps" tab, I typically have one or the other selected. (grid or vertex snapping) Using grid snapping in any kind of perspective view is usually not usable (unless creating a primitive on the grid.) Just in case this helps you find your solution.
@Gikkio Although there is some overlap in the basic art, observation, and problem solving skills required: concepting and subdivision modeling are different disciplines. While it may be possible to learn both at the same time it tends to be easier to focus on mastering each discipline separately. It's generally recommended…
Wasn't the grid in UE3 based on powers of 2? As in the default grid could be changed to 8, 16, 32, 64 units etc... Maybe OP came across some older material about 'staying on grid' and the powers of 2 values caused some confusion. Just a guess...
This is something recent I am working on. This exercise is to help me better my hard surface modelling skills and to eventually make all the parts moving! This is the concept: This is what I have so far. H poly:
Hello, I am currently working on the VFX portion of the art contest and I was wondering if a grid background is considered a textured background? I currently have distortion in the effect and it's hard to see it's affect without some sort of information. The grid is just a greyscale checkered texture. Grid is fine.
I actually have checkered texture maps in different sizes (512x512,256x256, etc) that I use for consistent texel scale. Then I set up the grid in max so that one check = one grid space. Really easy once you get your max grid set.