Wrapping up the next version of my ZBrush plugin that helps managing subtools. The update will include boolean group support, color & will hit the shelves next week !
Did my own lambert shader in glsl that reads a splatmap to place different textures at terrain levels. The grid lines are procedural shader magic. Next step will be a nice water shader. At the moment it just displays depth values.
I have been slowly increasing my list of custom scripts these past month. This time I did a quick ID material generator. I know some already exist, but mine was focused on my laziness and the fact the colors themselves don't matter. Instead I just generate random colors and allow to quickly assign them :
Here I assign a color per mesh, if there are not enough colors, I create the one I need. You can randomize until you find a scheme that works for you. I'm thinking about adding it to my froTools (which I recently updated by the way).
Version 1.1 of my ZBrush plugin FJTools went live today. The plugin was built with the idea in mind to improve my export/baking pipeline. To achieve this the plugin allows you to organise your Subtools into groups, which then can be batch processed.
In this update I added a few handy features. One of which is copy/pasting between different tools, while maintaing their attributes.
Been making my own live Booleans Plugin Kit for modo, May have been able to finish it up today if one line of code didn't cause me such trouble, so far it is super light weight and fast.
my EZ Booleans kit for modo is getting there, worked on this for a couple of days hadn't done any coding in python before and hadn't done any scripting of any sort really for a good few years so it has been pretty fun to get back into it, but Lionshare of the scripting is done now going to just be polishing off the menus and selection sets in the next day or so.
Very early days but working on a mannequin program using 3d lines instead of realistic geometry <a rel="nofollow" href="https://gum.co/dquin" title="Link: https://gum.co/dquin">link</a>
Super simple tool i've made for 3ds max just to try out the c++ sdk for the first time (you can find the source code on GitHub ) The tool just save the materials of each object in the current select and later when you want the tool can restore the saved material You can also save it to a file an load it!! i have to admit it, it wasn't an easy task but i liked the journey (this tool written in Maxscript could have been made in 5/10min )
Hope u like it !! i've made the source code publicly available so it could be of help to anyone who is struggling to understand the Max sdk !!
slight diversion today Outline Spline as a modifier, also with a rail option (the real reason as I need 2 "rail" splines to generate some specific meshes) also added a nifty manipulator too.
Hey Klunk,
The outline spline and cookie cutter modifiers look awesome. Are you planning on releasing these or care to share? I briefly looked into making an outline modifier using mcg, however there didn't seem to be any modifier output nodes that output as a spline. These scripts would be super useful to a hardsurface workflow i use. Even if i could get the slightest hint how you're going about doing it so that i could write something myself I would be super appreciative. Are you using mcg, maxscript, or sdk?
I've always wanted to draw straight lines on curved geo at any angle,
but the GPencil line tool couldn't and the Gpencil draw tool only does
horizontal and vertical straight lines. I've built my own GTape tool
now.
I have some ideas about taking this further and truly mirror the experience of tape drawing using Miratools/CV style curve/stroke manipulation.
Replies
I go over latest changes in V-HACD Toolkit: https://www.youtube.com/watch?v=h2VCUtb8UfE&feature=youtu.be
The update will include boolean group support, color & will hit the shelves next week !
Doing a small webgl terrain generator that generates landscapes like in transport tycoon.
Did my own lambert shader in glsl that reads a splatmap to place different textures at terrain levels. The grid lines are procedural shader magic. Next step will be a nice water shader. At the moment it just displays depth values.
Here I assign a color per mesh, if there are not enough colors, I create the one I need. You can randomize until you find a scheme that works for you. I'm thinking about adding it to my froTools (which I recently updated by the way).
A similar result you can already do in automodeller for 3ds Max
So that's the goal
The plugin was built with the idea in mind to improve my export/baking pipeline.
To achieve this the plugin allows you to organise your Subtools into groups, which then can be batch processed.
In this update I added a few handy features. One of which is copy/pasting between different tools, while maintaing their attributes.
Been making my own live Booleans Plugin Kit for modo, May have been able to finish it up today if one line of code didn't cause me such trouble, so far it is super light weight and fast.
my EZ Booleans kit for modo is getting there, worked on this for a couple of days hadn't done any coding in python before and hadn't done any scripting of any sort really for a good few years so it has been pretty fun to get back into it, but Lionshare of the scripting is done now going to just be polishing off the menus and selection sets in the next day or so.
Finished up my contact blending tool for Unity, to hide intersection seams !
just wanted to show some work i did. This is basically to bring the graphite modeling from max to maya. Almost managed to get most of the things. hope you all will like that.
Please follow the instruction on the gumroad page.
Gumroad : https://gumroad.com/products/eylOq
Highend : https://www.highend3d.com/maya/script/nitropoly-graphite-modeling-for-maya
https://www.youtube.com/watch?v=f_spPbRRqzc
Get it here: https://gum.co/pyMop
Discuss it here: https://community.foundry.com/discuss/topic/139479/kit-the-python-mesh-operator
Coming back on this forum after years !
I want to share some houdini goodness
Here is a little HDA (houdini digital asset) i made for a upcoming tutorial, that help vizualise you axis in a fun way !
(sorry for spam!)
<a rel="nofollow" href="https://gum.co/dquin" title="Link: https://gum.co/dquin">link</a>
Writing a script in Maya that acts similar to the clip tool in zbrush.
The tool just save the materials of each object in the current select and later when you want the tool can restore the saved material
You can also save it to a file an load it!!
i have to admit it, it wasn't an easy task but i liked the journey (this tool written in Maxscript could have been made in 5/10min )
Hope u like it !! i've made the source code publicly available so it could be of help to anyone who is struggling to understand the Max sdk !!
More: https://machin3.io/MESHmachine/docs/
Version Update..
https://gumroad.com/l/eylOq
https://www.youtube.com/watch?v=yMh-FhSQzwk
Will try to explore more precise ways of collision detection just wanted to play a little bit around with this.
https://www.youtube.com/watch?v=sNnjh9EJrgQ&feature=youtu.be
The outline spline and cookie cutter modifiers look awesome. Are you planning on releasing these or care to share? I briefly looked into making an outline modifier using mcg, however there didn't seem to be any modifier output nodes that output as a spline. These scripts would be super useful to a hardsurface workflow i use. Even if i could get the slightest hint how you're going about doing it so that i could write something myself I would be super appreciative. Are you using mcg, maxscript, or sdk?
Thanks!
Kyle
Someone saw the corner quad duo script and asked for corner quad trio:
I've always wanted to draw straight lines on curved geo at any angle, but the GPencil line tool couldn't and the Gpencil draw tool only does horizontal and vertical straight lines. I've built my own GTape tool now.
I have some ideas about taking this further and truly mirror the experience of tape drawing using Miratools/CV style curve/stroke manipulation.
I've spend some more time on the tape tool. Also shown is the symmetrize Grease Pencil tool in MACHIN3tools.
couple new scripts. The first corner method is my preferred topology but I had a request for the additional options from some users.
https://vimeo.com/269535138