How do you define which pixel to stretch ? Is that luminance based ?
Depends! In that one i used Lightness but inverted it so "darkness" and there is a user-selectable threshold percentage to define where the cutoff is taking place(if its less than the value, black, otherwise white). It features all of these biases to define where the sorting takes place and each of which can be inverted
Luminance
Hue
Lightness
Saturation
Red,Blue,Green,Alpha
and these biases for actually sorting the pixel intervals, which can be reversed:
ShapeShifter was presented in this thread a few months ago and today i'm happy to say that it will be released during by the end of this week !
If you've already bought Quick Pipe SS (ShapeShifter) will be free of charge,else you'll be able to get it in a modeling tools pack for 5$.Said pack will be updated every so and then with new scripts
-Created a fallback in the case that my website goes down and the user still has internet connection
The checks now do ->see if online, if online check to see if it can load 1px image from my website. If they can, load online page, else load offline page
-Settings has gotten extra tabs added to organize new and incoming features easier
-Added Possibility to override File name when saving images out. Toggle on and fill in text box in settings.
-Added Group Layer Exporting for JPG/PNG and TGA image types (doesn't make sense to do it on Tiff afaik)
--Select your group(s) to export the layers from. This will NOT go into the child groups and will not export children from an also selected child group (selected parent and another group inside for example)
--This is to make sure things get exported correctly and without having to account for sub group naming and such.
I made a liquid shader that's intended for visually simple games that use a lot of block colours. Read more about it and get it free here http://www.jacrossiter.com/liquid-shader/
Well just released Lazy Save 1.5 (check the PC thread later if you wanna see more stuff Lazy Save can do ) Quick gif of the big feature....CHANNEL PACKING!
I started putting toghether a photoshop panel which does brush preset managment a tiny bit better than the default one. Main ideas were: - Groups, because the list is getting large quite quickly - Update a brush, like not having to add new brush preset and open dialog, drag preset into place, delete old one - Easy rearranging via drag&drop, because i dont want to open an extra dialog for that
It progressed nicely over last days, but there are still some things to solve.
Late reply here but how do you read the *.abr file format and how do you display it as a UI element?
Not trying to steal @kio's thunder here, but I'm sooo so close to being done with my brush manager for Photoshop. Been working on it for over a year, it's been one of the hardest tool projects I've ever taken on. Will hopefully be doing a beta test this month. Currently targeting CC 2015 and above unless there's significant demand for CC/2014 support.
This is BrushBox:
Seamless replacement for the default brush preset panel, loads every abr file directly no matter what PS version they were exported from
Grouping system identical to layer panel
Color coding
Search by brush name or type (sampled, elliptical, bristle, erodible, airbrush...)
Set size/hardness/opacity overrides on brushes so you don't have to create new presets just to have different sized versions of the same brush
Nice! Are the dominant colors generator from the image?
From the image on the panel, and you can send there current document or a part of it (if oyu want to put a reference image there for example) Basically it's like having a separate document for reference/palette, but also - can be hidden/shown with hotkey - visible in fullscreen mode - generates dominant colors
Hey there, I finished playing INSIDE from Playdead (it's just a masterpiece) and I looked at all the whitepapers, there are so much awesome stuff. I am currently working on integrating all the lighting tech into Unity.
Hey there, I finished playing INSIDE from Playdead (it's just a masterpiece) and I looked at all the whitepapers, there are so much awesome stuff. I am currently working on integrating all the lighting tech into Unity.
Hey man where did you found some technical stuff about Inside. I was looking for it , but coulnd't find even a bit about it. Thanks in advance for sending some links and stuff about it!
Wow.. so many awesome things here! Can't believe I've missed this thread until now. @solarnoise That is something that I have wanted to do for a while, I've felt it has been missing! Looks very nice!
Not trying to steal @kio's thunder here, but I'm sooo so close to being done with my brush manager for Photoshop. Been working on it for over a year, it's been one of the hardest tool projects I've ever taken on. Will hopefully be doing a beta test this month. Currently targeting CC 2015 and above unless there's significant demand for CC/2014 support.
This is BrushBox:
Seamless replacement for the default brush preset panel, loads every abr file directly no matter what PS version they were exported from
Grouping system identical to layer panel
Color coding
Search by brush name or type (sampled, elliptical, bristle, erodible, airbrush...)
Set size/hardness/opacity overrides on brushes so you don't have to create new presets just to have different sized versions of the same brush
Been crying out for this for 5 years. What took you so long!?
Another update... got List view working Can now toggle between Thumbnail grid and List.
Also... Tool Preset support is in! It's required a massive refactor of the tool... I practically re-wrote the entire thing, but I got so many requests that I didn't think I could leave it out at launch.
A new gif. Please excuse the temp buttons:
Lucospade said: Been crying out for this for 5 years. What took you so long!?
Here's a gif showing the Channel Packing part of UDP Set your settings (folder, image settings, mode etc If you're channel packing then setup your group names and the channel you would want them to pack into Save the UDP and then USE it and it will make the folders with their colors and set up your settings from that UDP for your Lazy Saving needs http://polycount.com/discussion/171661/photoshop-extension-lazy-save/p1
I just released the first beta of Tycoon Spline (1.0) for 3Ds Max. This tool allows you to easily place objects on splines/curves. Useful for: Ropes, Snakes, Rollercoasters, Pipes, and more.
I've been looking for a user friendly script like this for a long time. Each one I have tried has fallen short in some aspect and kudos for the documentation. Def going to try this out.
Working on customizing my default marking menu in maya. Guys, i`m going to share this week - how to do that. Probably it`d be interesting for somebody. Really simple to put there your own script by the way!
For those of you working with PyQT5 to build python applications and have been frustrated with creating animated styles for your UI, fear not, for salvation is at hand! I present to you, StyledPyQT
That's cool, what prompted you to create this if you don't mind me asking? Edit: Nevermind I read the your readme on git! Very cool.
I have made a tool that take an high poly sculpt an convert it into a game asset fully textured in one single click while it takes 10 hours currently. I know it sounds too good to be true, but it works and does the job fast and with a clean result for static meshes. My tool will create a low poly at the selected polycount, all your lods, bake all your textures, unfold the UVs, remove the intersections, generate a color map from your cycles diffuse material color or blender render colors, composite your texture (generate a cavity map, top lighting, etc). It will then load the textures and create a lighting setup. I will improve my tool to generate several game assets at once in a future update.
I have just imported the .obj (it keeps the color information) and launched the script and have set the polycount to 3000 and i get this (i did absolutely nothing, just clicked, the color are generated automatically and lights too as i said):
That's not all, it include premade meshes easily editable to create stylized game assets like hairs and cracks. There is also a feature that allows you to draw a shape and generate a mesh from it. You can also generate a billboard and animate a mesh on 3 frames and generate a sprite:
Not trying to steal @kio's thunder here, but I'm sooo so close to being done with my brush manager for Photoshop. Been working on it for over a year, it's been one of the hardest tool projects I've ever taken on. Will hopefully be doing a beta test this month. Currently targeting CC 2015 and above unless there's significant demand for CC/2014 support.
This is BrushBox:
Seamless replacement for the default brush preset panel, loads every abr file directly no matter what PS version they were exported from
Grouping system identical to layer panel
Color coding
Search by brush name or type (sampled, elliptical, bristle, erodible, airbrush...)
Set size/hardness/opacity overrides on brushes so you don't have to create new presets just to have different sized versions of the same brush
@solarnoise.. I just dropped in here to say that I love you for making this. I was looking for a meme to express my emotions but I think this will do better (or worse ) https://www.youtube.com/watch?v=QwOU3bnuU0k
Just pushed Lazy Save 1.6.2 live on Gumroad Example of WYSIWYG and Relative Paths being used With the Relative Paths being used, it means you guys might never have to manually set a folder again (if you use consistent folder setups, which I know a lot of you do)
Replies
It features all of these biases to define where the sorting takes place and each of which can be inverted
- Luminance
- Hue
- Lightness
- Saturation
- Red,Blue,Green,Alpha
and these biases for actually sorting the pixel intervals, which can be reversed:- None(made available for the reverse option)
- RGB Summation
- RGBA Summation
- Red,Blue,Green,Alpha
- HSL Summation
- HSLA Summation
- Hue
- Lightness
- Saturation
- Luminance
- Inphase Chrominance
- Quadrature Chrominance
Some more samples that a friend of mine made with ithttp://innergoat.modacity.net/net/goat.jpg
http://innergoat.modacity.net/net/cityish-1.jpg
http://innergoat.modacity.net/net/retrojpg.jpg
http://innergoat.modacity.net/net/rtro-7.jpg
http://innergoat.modacity.net/net/rtro-3.jpg
Added vector-field sorting. More samples here: http://imgur.com/gallery/CGB6L/
https://wunkolo.itch.io/pixsort
This is simple tool for simple metod to rotate Canvas/View in Flash CS5
https://youtu.be/EVW-n0PMFA0
http://www.newgrounds.com/dump/item/e26623d73336c5e677a29d82bc59cc4ePlease report for bugs
https://gumroad.com/l/lQVzQ
topic http://polycount.com/discussion/173981/maya-crease-edges-based-tool-for-hard-surface/p1?new=1
[noparse]https://www.youtube.com/watch?v=9nV9z4jpAQk
http://polycount.com/discussion/168610/proboolean-dynamesh-hardsurface-workflow-tutorial/p1
You can even use boolean and it works quite well.
Not sure if anyone has written a script similar, but I intend to experiment with it some more and see how far it can go.
If you've already bought Quick Pipe SS (ShapeShifter) will be free of charge,else you'll be able to get it in a modeling tools pack for 5$.Said pack will be updated every so and then with new scripts
http://i.giphy.com/26BRQ67rvusLe660o.gif
https://www.youtube.com/watch?v=qsP2R5yEqcI
Here's the change log.
https://wunkolo.itch.io/pixmap
I made a liquid shader that's intended for visually simple games that use a lot of block colours. Read more about it and get it free here http://www.jacrossiter.com/liquid-shader/
I successfully ported my work-in-progress Tycoon spline tool to MaxPlus/Python. (Python API for the 3Ds Max SDK)
Bye Bye MaxScript.
https://www.youtube.com/watch?v=3GaqZ3ICNvM
Quick gif of the big feature....CHANNEL PACKING!
If you wanted to see how it works in more detail you can watch the video below
https://www.youtube.com/watch?v=dDEjldY4GZA
Also it fixes resizing which got busted somehow
This is BrushBox:
my take on working with brush/tools presets in PS:
https://www.youtube.com/watch?v=RTVH-N0C2_A
Maya:
https://www.youtube.com/watch?v=lmXVx79riIk
Max:
https://www.youtube.com/watch?v=4JU0YK1shEo
Follow for updates:
https://www.facebook.com/Yvo.3DTechArt
https://www.artstation.com/artist/yvovonberg
BrushBox UI finally (almost) done... almost ready for beta testing, can't wait to be able to take a break. I miss having weekends.
Basically it's like having a separate document for reference/palette, but also
- can be hidden/shown with hotkey
- visible in fullscreen mode
- generates dominant colors
I finished playing INSIDE from Playdead (it's just a masterpiece) and I looked at all the whitepapers, there are so much awesome stuff.
I am currently working on integrating all the lighting tech into Unity.
http://www.gdcvault.com/play/1023002/Low-Complexity-High-Fidelity-INSIDE
@solarnoise That is something that I have wanted to do for a while, I've felt it has been missing! Looks very nice!
Can't wait for this, looks great! Is it included with the purchase of Tycoon or a separate purchase?
Also... Tool Preset support is in! It's required a massive refactor of the tool... I practically re-wrote the entire thing, but I got so many requests that I didn't think I could leave it out at launch.
A new gif. Please excuse the temp buttons:
I'M SORRY
Coming soon though!
https://www.youtube.com/watch?v=ge_-uxYzxk0
Here's a gif showing the Channel Packing part of UDP
Set your settings (folder, image settings, mode etc
If you're channel packing then setup your group names and the channel you would want them to pack into
Save the UDP and then USE it and it will make the folders with their colors and set up your settings from that UDP for your Lazy Saving needs
http://polycount.com/discussion/171661/photoshop-extension-lazy-save/p1
I just released the first beta of Tycoon Spline (1.0) for 3Ds Max.
This tool allows you to easily place objects on splines/curves.
Useful for: Ropes, Snakes, Rollercoasters, Pipes, and more.
video:
https://www.youtube.com/watch?v=ge_-uxYzxk0
+ Place objects on spline,
+ Replace/change every object,
+ Move up and down,
+ Change orientation
Link: https://gumroad.com/l/ZTqB
Docs: http://yvovonberg.nl/docsTools/tycoonSpline/html/index.html
Tested on: 2015/2016/2017.
Have fun!
ps: Tycoon Builder discount available: https://gumroad.com/l/rSUoP
Topic: http://polycount.com/discussion/170076/tycoon-beta-1-0-released-3ds-max-tool-coasters-pipes-and-more#latest
I've been looking for a user friendly script like this for a long time. Each one I have tried has fallen short in some aspect and kudos for the documentation. Def going to try this out.
https://gumroad.com/l/kFLUI
topic: http://polycount.com/discussion/178792/3ds-max-maya-tool-tycoon-spline-1-0-beta#latest
not an anim as such just changing some seed values and a redraw in a script snippet
https://www.youtube.com/watch?v=4gPpvJpehWw&feature=youtu.be
made some procedural cypresses
Blender Game Tools
I have made a tool that take an high poly sculpt an convert it into a game asset fully textured in one single click while it takes 10 hours currently. I know it sounds too good to be true, but it works and does the job fast and with a clean result for static meshes.My tool will create a low poly at the selected polycount, all your lods, bake all your textures, unfold the UVs, remove the intersections, generate a color map from your cycles diffuse material color or blender render colors, composite your texture (generate a cavity map, top lighting, etc). It will then load the textures and create a lighting setup.
I will improve my tool to generate several game assets at once in a future update.
For example, i have takken this model from alexkovalev1985 with 1 millions triangles: https://www.youtube.com/watch?v=jPLto1ao6yA
I have just imported the .obj (it keeps the color information) and launched the script and have set the polycount to 3000 and i get this (i did absolutely nothing, just clicked, the color are generated automatically and lights too as i said):
That's not all, it include premade meshes easily editable to create stylized game assets like hairs and cracks. There is also a feature that allows you to draw a shape and generate a mesh from it.
You can also generate a billboard and animate a mesh on 3 frames and generate a sprite:
I wish more artists would use it because it's completely free! You can download it here:
http://linko.projects.free.fr/gametools.zip
Official topic: https://blenderartists.org/forum/showthread.php?383624-Dark-Blender-(Official-Thread)-optimized-for-sculpting-and-game-asset-creation
@solarnoise.. I just dropped in here to say that I love you for making this. I was looking for a meme to express my emotions but I think this will do better (or worse )
https://www.youtube.com/watch?v=QwOU3bnuU0k
Example of WYSIWYG and Relative Paths being used
With the Relative Paths being used, it means you guys might never have to manually set a folder again (if you use consistent folder setups, which I know a lot of you do)
http://polycount.com/discussion/comment/2494892/#Comment_2494892