If the UI puts you off nothing I can say there. It's not going to be for everyone. I'm not sure why ZModelers grid of buttons is ok and DM's isn't, different grids for different folks I guess. That HDA is mostly just streamlining existing nodes built around a workflow for view port modeling. You are the first person I've…
Very cool stuff indeed! I have a question that maybe you may be able to answer (or perhaps someone may know) On a lot of the forerunner stuff, there are bevels in the texture but not in the geo. I know this would be easy to do if things had unique details, but I'm pretty sure most of this is generic tiled textures. I have…
I did a bunch of experimentation with this stuff. A few things I tried: 1) Wrote a tool for max that would push verts on a grid plane and move them away from colliding verts. That gives you a base "flow" around geo (like rocks in a pond) 2) Wrote an external tool that takes a mask image, and generates a 2d flow offset map…
So 3DS Max those tools work kind of behind the scenes with snapping rather than an explicit tool or function for them. First thing I suggest is right clicking the snapping options at the top with all of the magnets and turning on axis constraints. Second make sure your grid is set up appropriately with the units you want…
Approach something like this in steps. First layout your grid and the find the pieces that you will need to fit within the grid. Don't worry too much about materials at this point just focus on getting the pieces to a point where they can be snapped together and you have all of your necessary wall sizes and corner angles.…
cool concepts, but I tend to agree with what was said so far. Clocktower The perspective is more than a simple 2d grid perspective, it is a 3d grid with multiple vanishing points as you probably know and even if some of its elements are tilted towards the camera, the relation between them needs to be preserved so tighten…
Thanks for the kind words Pixel, I really like working in UE3 but I seem to always be battling scale and units and grid and such when exporting things. Every time I think I grasp modularity I get thrown a simple twist that my seemingly logical brain can't wrap around. Some things I can't figure out are what to do about…
I'm no genius on the topic, but I might suggest this [semi-detailed idea that you might want to look into - feel free to ignore]: header = name/logo + <a href=mailto:youremail>your email id</a> + nav etc etc. (Maybe make this a fixed div, so it stays where it is on the browser page. This would make your email always…
Most important skill is paying close attention to details. You missed a couple so far. 1. this is an artist centered forum. 2. there is a subforum for coding. 3. google will return you many answers to this question. Unity is a good place to start. They have a learn section with plenty of beginner focused tutorials, and the…
Conceptart.org: Tons of Tutorials Guides and More The perspective assignments are some very good practices. http://www.youtube.com/user/FZDSCHOOL Watch Fengs lectures while you work. Every episode is interestingly amazing/Informative! A few common mistakes I use to make were: 1.Drawing completely from the wrist and not at…