I'm trying to make my first bits of architecture in 3DSMax and was wondering about a few things.
How do people generally go about making sure each piece of architecture they create is exactly the right shape and size? I already have a BSP layout of my map done with lots of basic shapes acting as placeholders for the meshes I want to create, so I was wondering if it was possible (or worthwhile) to import a BSP layout into Max to use as a template for modelling?
Also along those lines, is it wise to import and place all the models in your map with no material initially, leaving textures and UV mapping until the last minute, or are the drawbacks to working this way? The main reason would be to get any necessary updates to their shapes out of the way before worrying about materials.
Finally, I'm struggling a bit with the grid in Max. Through this tutorial (thanks, DG) I've managed to get a grid that matches unreal units and allowed me to import a basic test shape that fit perfectly, but how do you stay on the grid when moving vertices around? Or snap edges/verts back to the grid if they stray off it? It all feels quite clumsy at the moment.
Any advice would be really helpful.
How do people generally go about making sure each piece of architecture they create is exactly the right shape and size? I already have a BSP layout of my map done with lots of basic shapes acting as placeholders for the meshes I want to create, so I was wondering if it was possible (or worthwhile) to import a BSP layout into Max to use as a template for modelling?
Also along those lines, is it wise to import and place all the models in your map with no material initially, leaving textures and UV mapping until the last minute, or are the drawbacks to working this way? The main reason would be to get any necessary updates to their shapes out of the way before worrying about materials.
Finally, I'm struggling a bit with the grid in Max. Through this tutorial (thanks, DG) I've managed to get a grid that matches unreal units and allowed me to import a basic test shape that fit perfectly, but how do you stay on the grid when moving vertices around? Or snap edges/verts back to the grid if they stray off it? It all feels quite clumsy at the moment.
Any advice would be really helpful.
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