OK, I found out how to move all verts to line. Create a new grid (on the line I want to snap verts to), activate it and "Align to grid". Still don't know how to move it to curved line or specilic face...
Why have your shapes unwraped on the grid ? because some people model with their textures laid down on the grid. Others achieve the same with the of use of camera projection. http://www.youtube.com/watch?v=AW0hVKyxXCw&feature=player_detailpage#t=218
well, you can set the grid to be whatever you want.. start by going to the preferences and in settings make sure your units are meters, and yes if you set a cube to 1 then it will be 1 meter. make sure the grid setup matches
Your example is actually an interesting one because it shows a case of distorting LM UVs, in this case making the shells with diagonal lines square. Here's your mesh after re-unwrapping the LM UVs. In the image below you'll see that there are no LM artifacts. Sometimes I find it hard to tell so I add a 'blowout light'…
@peanut™; @tungerz thanks for feedback :) hope you enjoy and find unwrapping more enjoyable with this grids. I would like to redraw this grid but I am not shure if it is in some way copyrighted and if I am allowed to post an updated version
Im going to create a base texture similar to the grids and retro mountain landscape grids of the sci fi genre, then i will create a customised design to go over the top of it, not desided on a colour for this yet but the background will be purpley, blue with bright colours on top
Before exporting my mesh into UDK i normally have it zero'd out in the middle of the grid in maya, but I was wondering if that is the most ideal way to export a asset into UDK? Is there a better spot to place the mesh on the grid before exporting that works better with the engine when moving assets around in the engine?
Hello, This is my very first attempt at creating a game asset, I'm trying to make everything right for this project and learn as much as possible from it, so that once I will have finished it I'll be able to follow the workflow easier, to get more time to creation and less to technical struggling ! I went for a bit…
Hello everyone! My name is Maestro and I've been working on a skin lately to enter the Weapon Finish Contest. The skin is called AWP | Sunset Paradox and it is currently a Work in Progress. I'll be updating this thread as it goes along! So first of all, I searched the web for some inspiration. I decided that I loved the…
Hello, I would like to announce that ULU has officially launched. And our 1st course is designed with the self taught, and indie game developer in mind. Here is a quick summary of what you will learn from the course. Course Home* 1 Naming Conventions * Naming Convention test * 2 UDK Team Directory and Versioning * 3 UDK…