First of all, I only recently started using this plugin and it's amazing. Thank you so much for sharing this amazing tool!
I have one small suggestion/request. I've been using the texture baking options since it saves a ton of time in setup to bake the occlusion, but when I bake using the light tracer I get white edges where meshes intersect:
however if you set the material to be double sided when you render using the light tracer you get the correct occlusion (never mind that it looks darker I just forgot to remove the color when I rendered to texture):
could you possibly add the option to make the material double sided when you do the render to texture? or just make that the default since I don't think anyone would want those white artifacts.
Or if there is another solution for getting rid of them using the tool that I'm missing, please let me know.
i scanned back a few pages but have not seen an answer the Pshop edit that is sposed to open all the textures in pshop does not seem to work on multisubs, i'm usin max 2009 and pshop cs4 with dds textures
I WAS WRONG i was trying it with a custom shader that we use here at work and that prob confused things.
I have a little problem with the plugin, when I have something selected in my UV editor and then click on the icon to open TexTools side bar, all the vertex collaps into a line, and I have to undo it, but apparently it also undo my last action in the UV editor (which is usually some kind of unwrap/flatting action). I'm using 3DS Max 2009.
I have a little problem with the plugin, when I have something selected in my UV editor and then click on the icon to open TexTools side bar, all the vertex collaps into a line, and I have to undo it, but apparently it also undo my last action in the UV editor (which is usually some kind of unwrap/flatting action). I'm using 3DS Max 2009.
Sometimes I've got that too
Is there a plan to have a pack button works only on selected shells?
I don't know if this got mentioned before, but I got an reaaaally annoying behaviour on this newest version of textools.
I never bothered to download it but used 3.0 instead but decided I should give it a try. Now I'm that close to switching back.
It happens quite randomly. Whenever I have a selection in the edit Uv window the things get either moved away 1000000 units out of the view, or scaled to infinity - dependant on the mode (scale, move). Often it seems to even freeze max for a couple of seconds, and no pressin ctrl-z fixes this. So i save and open quite a lot the past few days, in order to get around a huge nervous breakdown
It looks like he's calling an older version of his .ms script, since it says _3.80. I installed his latest tools on his site though, just fine, in Max 2011.
I just installed the latest version after getting a new workstation and I've noticed something that's bugging me lately. Whenever I try to use the linear tool the results are anything but aligned in a straight line.
I know of the left-/rightclick and how that works but sometimes it doesn't care. Sometimes it makes a straight line crooked aswell.
The marked uvisland is a sligtly tapered cylinder that I wanted to straighten out. This is the result after only using rightclick linear tool.
Am I doing something wrong?
Other than that,
thank you Renderhjs for an awesome tool!
I haven't used it much, so I'm not sure but I remember having to click the tool multiple times to make it 100% straight, it never worked right off the bat.
Bit of a feature request; crop to shortest dimension.
Meaning you can set up textures that tile in one direction and have a long, thin UV island be fitted so that it fills the 0-1 space in the shortest dimension, but tiles in the long one.
It's possible to do it manually, but a button to do it would be a lot easier. Perhaps RMB on the Crop button?
I haven't used it much, so I'm not sure but I remember having to click the tool multiple times to make it 100% straight, it never worked right off the bat.
Tried that pretty early on Mashed it like crazy with both L/R-Clicks. Anyways Im running 64bits and it might be a variable-precision/compatibility-thing. I moved one of those columns offset so it was even more crooked and used the linear tool and voila it made straight lines.
K, this is it for me. I deinstalled the current version and went back to 3.10.
The random crashes and misbehaviour keeps bugging me on every single step I take, which is just annoying as hell
I don't wanna save every other minute just to make sure opening textools doesn't mess up the uv's again :poly127:
I really hope you'll be able to serve a fix for this in the future
Nice tool but the relax and iron options are too weak. I'm having trouble getting proper unwrapping with the iron tool and the relax does very little in straighting parts of the mesh out. Everything else on here is very nice however
Hi renderhjs - This morning I was having a great idea but it didn't work out - is it possible, am I just doing it wrongly?
I wanted to use the relaxed/flattened uvs of a model as poly verts and make a morph to and fro so I can skinwrap a bunch of surface details onto a curved shape. I can lay them out on the flat uv model and then morph to the other and the parts will follow and save some time of placing it all manually.
The uv and model verts are not 1:1 though, of course, and even with simple examples I can't get the darn thing to work!
The other option is some way to do a UVunwrap style relax by face angles on a geometry, so I'm looking around the web for some algorithm but so far no joy.
Do you have any good places for me to look for this sort of thing? I'm very happy to have a stab at it myself.
I have it working for 1:1 uv/geometry, I will work out a scheme to split geometry edges based on uv edges next, and maybe it can work? you're welcome to use it if it is of any interest to your tool also.
<edit> for my purposes it is enough to break all verts before working on the uvs and this makes a morphable mesh which works fine with skinwrap for the use I need it to cover. I had a hard time finding a smart way to select and break the mesh edges to match the uv edges. I will come back o it another time.
Can anyone confirm that the latest version 4.10 doesn't work along with RoadKill 1.1?..it said "Done.Successfully!" on the mini MAXScript listener but my object just disappear (more like it render the whole object as a single vert rather than disappear, because when I select one of the UV shell from the UV Edit window it select the origin 0,0) but whenever I delete the RoadKill UV modifier the object is back. Anyone having this issue?
Hi Render, just to mention something usefull.. if you'll have time, please add minimize function.. so when i double click on version it will minimize to some nice icon so i have my workplace.. [ small screen friendly ]
othervise dead sexy...
In the Customize User Interface --> Toolbars --> Search for the Textools button, click and drag it onto the Main Toolbar whereever you may want it to be placed. Guess that's what you need ?
Is anyone here having the problem where the tools>roadkill functions aren't working? I'm using tex4.1 along with roadkill 1_1. Basically when I press the roadkill button, is simply does nothing at all. I've tried many different paths to reference the RoadKill1_1.exe, but nothing seems to be working. The RK standalone works just fine, however. Is there something special here that I'm missing?
First, Thanks and congrats for this awesome plugin, there are so many useful tools in it, It really helps working faster !
I have a problem with the bake to texture tool, I don't know if I am doing something wrong or if it is a bug...
Whenever the plugin is using mentalray to bake textures, it doesn't scale uvs the right way, when using different width/height.
For example, I would like to bake a 2048x1024 AO, it create a 2048x1024 texture, but the ao is only rendered on the 2048x512 top of the picture. (Looks like it uses two times the 1/0.5 ratio to render the texture ?)
More concretely, it looks like this:
(Forget the black area on the top, flipped uvs, normal since it's mental ray)
While it should look something like this:
For information, I am using 3dsmax 2009, I don't know if it does matter but I am using the 2nd Uv set.
I don't have this kind of problems when rendering the Uv layout.
If anyone know if I am doing something wrong, some explainations could really help me !
Hey renderhjs, does this make blockout map from hi poly? I made this functionality myself and then realised maybe it could be achieved with your tools - if not you are welcome to my code if you want to incorporate such a feature to your tools. I like blockout map from hi poly to define selections in pshop for various materials etc. when setting up base layers.
Hey renderhjs, does this make blockout map from hi poly? I made this functionality myself and then realised maybe it could be achieved with your tools - if not you are welcome to my code if you want to incorporate such a feature to your tools. I like blockout map from hi poly to define selections in pshop for various materials etc. when setting up base layers.
Just share your code and then we can compare. The way I do it is to match all mesh elements to groups (like the faces that connect to each other) and then give each group of them a unique color from a HSV color ramp with full saturation. In the background it creates a copy mesh and assigns face ID's to the various groups, on the other side it creates a multi sub material with each slot holding a different color. In the end only a difuse map is baked and stored to either the clipboard, render window or the the hard drive.
I like to have my scripts as automatic as possible without much or at all input, hence why you can't define the colors because that should be piece of cake to change in PS. If you want to have a look at the script from TexTools just open the MZP file with winrar or any other Zip decoder and look within the TexTools folder for the file "fn_27__bake_blockmap.ms" it has everything you need in 1 function. The function returns a bitmap object at the end or null if it failed.
Thanks for the info, I'll take a look. My simple macro just takes all selected objects, makes array of ids and facesets based on elements and then applies different ids to the facesets and creates a multisub with different material per faceset. I didn't set it up for smoothgroups or anything since it didn't seem necessary for hi poly stuff. When I'm in the office next I will post up the function here and you can have a look at it.
thats sounds close to what I have -maybe its even the same. I was happy though with the HSV color ramp as it gives perfect block ID colors with full saturation. Its like this classic ramp:
where it picks a color for each group average divided by the amount of groups. Because random colors often just ended up with to close colors or to bright / dark ones. Have a look at it and copy the shit out of it if you like it
Hi Render, I'm just curious, how exactly to move the TexTools ui to the place that I want and stay there for good? sometimes it remembered the position, sometimes it not.
Hey guys, not sire if this has been asked, but I have an issue that when I select a polygon in 3d space to select it in the UVunwrap, it selects more than one poly and I cant just select that one poly anymore.
Select faces by angle is enabled for the 3dView in TexTools, disable it in the modifier inspector in face mode (should read something like select by angle). I did it because I prefer it that way, its what I use 90% of the time when I select faces in 3d view for UV related things.
im having troubles with the roadkill uv. i followed the youtube vid u posted. but it triangulates my mesh when i click the roadkill button. im using max 2009 btw
I noticed the same problem, so I opened fn_40__unwrap_with_roadkill.ms and find out the problems was in the two lines below that define the import/export obj settings for max2009:
Everytime i try and normalise UV shells on an object that has symmetry modifiers it brakes textools.
I get a --Runtime error: Requested sub-object level out of range: 3
I have to delete the symmetry then normalise, then re-add the symmetry.
I have alot of objects that i use symmetry with, and its not always along 0,0 so it can be a pain to go back and add the symmetries
Also is there away to detach the 'Pixel Unit Transform Floater' because it disappears when i make the uvw window 2 big.
I uwv on a different window to max but i lose this box and is there away to tell max to keep a uvw window position? it always pops up in the same default place/size
The only other option is to stop working in symmetries and use instances.
Replies
I have one small suggestion/request. I've been using the texture baking options since it saves a ton of time in setup to bake the occlusion, but when I bake using the light tracer I get white edges where meshes intersect:
http://i198.photobucket.com/albums/aa62/dineyin/artifact.jpg
however if you set the material to be double sided when you render using the light tracer you get the correct occlusion (never mind that it looks darker I just forgot to remove the color when I rendered to texture):
http://i198.photobucket.com/albums/aa62/dineyin/no_artifact.jpg
could you possibly add the option to make the material double sided when you do the render to texture? or just make that the default since I don't think anyone would want those white artifacts.
Or if there is another solution for getting rid of them using the tool that I'm missing, please let me know.
I WAS WRONG i was trying it with a custom shader that we use here at work and that prob confused things.
Sometimes I've got that too
Is there a plan to have a pack button works only on selected shells?
Thanks
Since i pass to Max 2011 i really often got this crash from textools wich i didn't have with Max 2010.
Can you look at it ?
Thanks a lot.
.
I had to uninstall the last version for any some reson and now I can't reinstall anything.
tanks for helping me
I never bothered to download it but used 3.0 instead but decided I should give it a try. Now I'm that close to switching back.
It happens quite randomly. Whenever I have a selection in the edit Uv window the things get either moved away 1000000 units out of the view, or scaled to infinity - dependant on the mode (scale, move). Often it seems to even freeze max for a couple of seconds, and no pressin ctrl-z fixes this. So i save and open quite a lot the past few days, in order to get around a huge nervous breakdown
It looks like he's calling an older version of his .ms script, since it says _3.80. I installed his latest tools on his site though, just fine, in Max 2011.
I know of the left-/rightclick and how that works but sometimes it doesn't care. Sometimes it makes a straight line crooked aswell.
The marked uvisland is a sligtly tapered cylinder that I wanted to straighten out. This is the result after only using rightclick linear tool.
Am I doing something wrong?
Other than that,
thank you Renderhjs for an awesome tool!
Meaning you can set up textures that tile in one direction and have a long, thin UV island be fitted so that it fills the 0-1 space in the shortest dimension, but tiles in the long one.
It's possible to do it manually, but a button to do it would be a lot easier. Perhaps RMB on the Crop button?
Tried that pretty early on Mashed it like crazy with both L/R-Clicks. Anyways Im running 64bits and it might be a variable-precision/compatibility-thing. I moved one of those columns offset so it was even more crooked and used the linear tool and voila it made straight lines.
The random crashes and misbehaviour keeps bugging me on every single step I take, which is just annoying as hell
I don't wanna save every other minute just to make sure opening textools doesn't mess up the uv's again :poly127:
I really hope you'll be able to serve a fix for this in the future
I wanted to use the relaxed/flattened uvs of a model as poly verts and make a morph to and fro so I can skinwrap a bunch of surface details onto a curved shape. I can lay them out on the flat uv model and then morph to the other and the parts will follow and save some time of placing it all manually.
The uv and model verts are not 1:1 though, of course, and even with simple examples I can't get the darn thing to work!
The other option is some way to do a UVunwrap style relax by face angles on a geometry, so I'm looking around the web for some algorithm but so far no joy.
Do you have any good places for me to look for this sort of thing? I'm very happy to have a stab at it myself.
thanks again for a great tool!
<edit> for my purposes it is enough to break all verts before working on the uvs and this makes a morphable mesh which works fine with skinwrap for the use I need it to cover. I had a hard time finding a smart way to select and break the mesh edges to match the uv edges. I will come back o it another time.
_Revel
othervise dead sexy...
Thanks for the tip
I got it now though
First, Thanks and congrats for this awesome plugin, there are so many useful tools in it, It really helps working faster !
I have a problem with the bake to texture tool, I don't know if I am doing something wrong or if it is a bug...
Whenever the plugin is using mentalray to bake textures, it doesn't scale uvs the right way, when using different width/height.
For example, I would like to bake a 2048x1024 AO, it create a 2048x1024 texture, but the ao is only rendered on the 2048x512 top of the picture. (Looks like it uses two times the 1/0.5 ratio to render the texture ?)
More concretely, it looks like this:
(Forget the black area on the top, flipped uvs, normal since it's mental ray)
While it should look something like this:
For information, I am using 3dsmax 2009, I don't know if it does matter but I am using the 2nd Uv set.
I don't have this kind of problems when rendering the Uv layout.
If anyone know if I am doing something wrong, some explainations could really help me !
finally got to try it out and it is awesome :thumbup:
I like to have my scripts as automatic as possible without much or at all input, hence why you can't define the colors because that should be piece of cake to change in PS. If you want to have a look at the script from TexTools just open the MZP file with winrar or any other Zip decoder and look within the TexTools folder for the file "fn_27__bake_blockmap.ms" it has everything you need in 1 function. The function returns a bitmap object at the end or null if it failed.
Merry christmas to you!
where it picks a color for each group average divided by the amount of groups. Because random colors often just ended up with to close colors or to bright / dark ones. Have a look at it and copy the shit out of it if you like it
_Revel
_Revel
//EDIT: too slow haha
_Revel
I noticed the same problem, so I opened fn_40__unwrap_with_roadkill.ms and find out the problems was in the two lines below that define the import/export obj settings for max2009:
so I changed and now it's working good.
next update can you add 8192 to the "size" options?
I get a --Runtime error: Requested sub-object level out of range: 3
I'll have something like this:
[off]symmetry
[off]symmetry
[on] Unwrap UVW
[_]Editable poly
I have to delete the symmetry then normalise, then re-add the symmetry.
I have alot of objects that i use symmetry with, and its not always along 0,0 so it can be a pain to go back and add the symmetries
Also is there away to detach the 'Pixel Unit Transform Floater' because it disappears when i make the uvw window 2 big.
I uwv on a different window to max but i lose this box and is there away to tell max to keep a uvw window position? it always pops up in the same default place/size
The only other option is to stop working in symmetries and use instances.
am i doing it wrong?