Oh and if you're in 3ds Max, you can clean all of this by only checking the preserve UVs in the edit poly modifier panel and everything should be fine when deleting and connecting stuff together.
A few different ways to handle this. You can use the Constraints in the Edit Geometry rollout in the Editable Poly modifier. Or you can create a local working pivot. Or you can create an Autogrid.
Got a question for maya animators. How do you guys go about bending meshes for animation? So like a diving board example. Max has a nice bend modifier...but maya
Thanks @Add3r. Yeah working on it. Lighting is really difficult since it's my first time doing proper lighting in UDK. And as for the pillar, I'll try and modify it. I actually forgot about it XD
Erm... this is not Unreal Engine, it doesnt even look like UE, what makes you say that? This is running on a Modified Crystal Dynamics engine. (Same engine that powered previous Tomb Raider games)
Faceted checkbox under the shader basic parameters doesn't work ? Else you could reset all smoothing groups on your objects or put an edit normal modifier and beak all normals.
I modified some script I found that offsets all layers, to offset by half the image dimensions in X and Y, and just set those to hotkeys, but the zBrush tilde method would be awesome.
How did you get that stretching in the face when he wipes it? Blendshapes and clever animation or did you actually add deformers and modifiers to the face? Love it though very cool and entertaining :)
I am only using it for texture painting for mudbox, not really modifying the mesh. But are you saying that i dont need to increase the subdivision levels to paint?? if it's true, it is indeed different from zbrush...
It's easier to model things like this as one big flat surface, and roll it up with a bend modifier. And yes, you could only model out one square or diamond for dupication as the others say.