Yeah that thing with the mesh appearing invisible if it is "backwards" in the camera view can be disconcerting - especially if it is not added to a group to keep tabs on it...
I wish that it would at least retain some appearance (eg, outline) from the "outside" other than having to scour the grid-view or fly around with the camera to make sure it's there and not accidentally control+z'd or backspaced or whatever...
That would be a good feature request.
I am only familiar with:
http://docs.cryengin...Vertex Snapping , which is mostly visual, as you can see, and has an interface that is very similar to "companion software" such as bitmap2material, etc... Most assets (such as character and behaviour/script) are not my in my line - this is why DR is proving to be fun, it combines stuff known with stuff that idk jack and have to figure out like a puzzle when needing to find the right piece to fit.
RAGE and Anvil[next] I think have no public documentation, although I have not been involved in anything other than QC for this stuff...
Maya and other autodesk for Unity (although usually handed assets to place rather than construct - tailoring only) have visual interface that I prefer to use. Shame they kinda suck...
Only dabbled with the now somewhat obsolete UE3 for RO2 levels:
(really ought to get onto UE4 since that is the thing now...)
Most of the 3D modelling work I have done has been using Zbrush, as I find this method far easier since it is like intuitive, tactile sculpture with clay and it's possible even to add bones and animate (which is nice), and can look better when the model is run through something like b2m to create maps and then messed with in photoshop and illustrator to be animated in after-effects for a cool looking video, exported in premiere.
I like DR very much, it gets easier to use every time, but there's no way I'd remap the camera controls to WSAD's as S is used very often for crticical surface inspector:)
Reckon perhaps stuff like 3DSmax, which sits there doing nothing except occasional import of something for v-ray post production render in PS or cut-out 3D / lenticular 3d image, would be useful to learn more about at some point, but... time... effort... not enough coffee in the world...
Will leave that for people such as yourself
(as for the drunk kitchen - save a lot of money on not getting bladdered by just walking from one room to the other - the building is from 17c... there is a beam in one of my neighbour's houses that is even older and another that was apparently replaced with some salvage from a ship from the Crimean war which was in mid 1800's (brought back with the Russian cannon that sits down the street). Across the square is a manor next to the castle that was built around the same time - it was completed around 1066-1085... which is probably the last time the public toilets were cleaned. Although the local archaeologist says that it's not the earliest example of that type of castle, as he thinks he's found ruins of one in a nearby place - but it does contain one of, if not the earliest templar chapels to be discovered in England... Only the places that have suffered from fire or other damage or have rich or commerical ownership have been "straightened out".
I was helping a mate clear out his new basement as he wants to make it into his living room - was an old servant's washroom when the block/mews used to be a coaching inn and manor, years ago before being chopped up into the houses and flats and shops now - and the water pipe was leaking right over his electric meter... someone had put a piece of wood to divert the drips, which led to a blocked-up, disfunctional toilet that was made from cast iron and dated 1800something, made local, that must have been freezing in winter - typical of this place, bloody taffs and drovers. Can't make this shit up, but it's good inspiration for Thief levels )
// Anyway - here's how my levels end up looking at the end.
Edited by teh_saccade, 30 April 2017 - 11:03 AM.