I had this problem aswell, Max by default uses the excact position where you clicked instead of your selection to snap to the grid. So if you click 1 unit next to your vertex and snaps it to the grid, the vertex will snap to the grid with an offset of 1 unit. You can fix this by going to you Grid and snap settings ->…
Well, I'm giving it my best shot at rescaling everything, and so far the biggest problem is Max's snapping - hardly intuitive, and even with the corrected grid spacing, it seems painfully inaccurate. This is before I even start scaling up structural elements that were modeled according to the incorrect grid spacing. I've…
So, I'm finalizing the proportions of the scene I'm working on in Max before moving on to the optimization stage, and for some time I was fighting with Max's grid snapping. I had originally set my grid spacing to 16 units (or so I thought), with Major Lines set to 8. It was only after struggling to force Max to behave that…
Random snapping tip: Make sure your snapping is contrained to axis contraints. its in the snapping options. That makes snapping a joy to use. just grab a axis constraint and drag to the grid/vertex point to want to snap to and it does it for that axis(s)
Pivot snapping doesn't seem to work very well. I personally just don't use it. I always use snaps to align a vertex to the grid. If you want to precisely place your pivot try using numeric entry. Right click on the move tool to bring up the numeric entry box and type some numbers in.
That's interesting to know. I think for my next project I'll be much more vigilant and model to the grid much more closely, but for the sake of progressing with the office scene, I think I'll get things as close as I can without giving myself a migraine and tweak things in UDK if need be - thanks for the input! Man, thanks…