somehow got interested in this and started a function that snaps the vertex points on the grid:function vertex_snap obj snap_units xAxisUse yAxisUse zAxisUse = ( if (classof obj == Editable_Poly) then( local num_verts = polyop.getNumVerts obj; for i = 1 to num_verts do(--loop through the vertex points local v =…
I make modules that fit the grid/snap settings of the editor I'm using to assemble them. For unreal that's multiples of 1m with big chunks at 5/10/100m cos the vertex snapping is shit
Thanks for the feedback guys, once again I am very new to floor design and modular pieces in UDK and 3D environments so excuse my noob questions. JadeEyePanda Thanks for the advice. I like you idea, but the picture I posted were to get the idea of what I'm going for across to you guys. My floor designs are actually quite…
@avantchoi : this is done through vertex groups. As a matter of fact I'd recommend against comparing it with your app of choice on a feature by feature basis, as that could lead you to skip over things as fundamental as vertex groups here. The functionalities you are looking for are most likely all there - it's just that…
Yea all of the FFVII characters where broken up into segments with 100% of the verts in that segment being weighted to the bone, 1:1 weighting. Some "rigs" didn't have bones and where just well placed object pivots linked together to form chains. I forget if vertex weighting was even possible on the PS1, it might have been…
Looked a bit more at snake tails, and decided the segmented approach wouldn't work too well with the back scales, so just going to sculpt on the entire tail. Working on building a base mesh with good edge flow and even quads, and it's going alright but I'm running in to one annoyance. When I make vertexes of valence 3, I…
I think it's really the difference between per-pixel VS. per-vertex lighting. The normal map is there to compensate for the lack of vertex resolution in a typical low poly model. This is really visible in the lack of gradients in a typical 2D generated map. The gradients help compensate for the lack of verts that would be…
well, some of the faces that you may think only have 4 sides, probably dont. take a square for example. 4 sides. yes. but, if you add a vertex in the middle of one of the sides, that side become 2 sides. the vertex breaks it into two. so now the square is 5 sides, not 4. the square still looks like it has 4 because each…
Thanks for the replies. There are no faces underneath the affected faces, and I just can't see what's special about the affected faces. I've tried looking underneath, flipping them etc. I've also experimented a bit and arrived at the conclusion that it's always the same faces that are affected (so it's not just random) no…