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uv shells to smoothing groups without textools? also normal map in viewport....

Hello,

I had a couple of questions, the first one is regarding converting uv shells to smoothing groups.

Is there a way to do this in Max 2013 without tex tools? I've had some issues with textools and it looks like they don't update them anymore so I was wondering if maybe new versions of Max have this feature built it or something.

The other one is, is there a way to reliably display normal maps in viewport without the help of additional plugins? I've had some issues with metalbump9 I was wondering if you guys had any tips.

Thanks

Replies

  • respawnrt
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    respawnrt polycounter lvl 8
    Hi, i use turbo tools(the uvshells script is there) and xoliul shader2 with quality normal maps enabled.You can enable them via a script in xoliul shader folder.
    http://www.matthewlichy.com/Scripts.html
  • andrewe1
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    respawnrt wrote: »
    Hi, i use turbo tools(the uvshells script is there) and xoliul shader2 with quality normal maps enabled.You can enable them via a script in xoliul shader folder.
    http://www.matthewlichy.com/Scripts.html

    Cool, those seem like they are more frequently updated, thanks :)

    I have always wondered though, what do industry professionals use? I mean you would figure that something so necessary might have already been built into 3ds max, its frickin 2012....

    Do they rely on community based plugins and scripts too?

    Cheers
  • Lennyagony
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    Lennyagony polycounter lvl 14
    andrewe1 wrote: »

    Do they rely on community based plugins and scripts too?

    Cheers

    Or the tools the on staff tools team create.
  • pixeldamage
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    pixeldamage polycounter lvl 14
    You can manually copy UV shells to smoothing groups:

    - unwrap window, select island
    - add edit poly to stack
    - select element mode
    - add desired smoothing group

    (can easily be automated in a maxscript)

    You can also use max's default built in dx shader mode by holding in the display in viewport button (in the mat editor) and toggle the hardware material mode. This lets you use normal maps in the viewport plus dx shading etc. Not as good as the other ones mentioned here (xoliul)
  • Octo
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    Octo polycounter lvl 18
    There is a 'flatten by smoothing group' built into max now.
    Its in the UV editor under the Explode rollout.
  • cptSwing
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    cptSwing polycounter lvl 11
    That's skinning (hah!) the cat from the wrong way around though?
  • andrewe1
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    You can manually copy UV shells to smoothing groups:

    - unwrap window, select island
    - add edit poly to stack
    - select element mode
    - add desired smoothing group

    (can easily be automated in a maxscript)

    You can also use max's default built in dx shader mode by holding in the display in viewport button (in the mat editor) and toggle the hardware material mode. This lets you use normal maps in the viewport plus dx shading etc. Not as good as the other ones mentioned here (xoliul)

    Nice tip, thanks!

    Octo wrote: »
    There is a 'flatten by smoothing group' built into max now.
    Its in the UV editor under the Explode rollout.

    This would be great but like someone said, its reverse! :poly142:

    lol, normally we want to create UV groups FROM UV shells...
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