Tech Artist - What are you working on: FOREVER Edition!

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  • GummiEnte
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    GummiEnte polycounter lvl 7
    I created a small script to prepare my meshes in 3ds Max for 'match by name' baking in substance. Have been using it for quite some time now and decided to make it available for everyone who is interested in having a look at it.



    Grab it here: https://gum.co/jHVbm
  • FULGORE
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    FULGORE greentooth
    I'm determined to find a way to make Active/Optical Camouflage as an opaque material setup - so something that would function on the horizon, doesn't quite hold up close-range. Got something like high-tech frosted glass so far :P 


  • FULGORE
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    FULGORE greentooth
    Your average dystopian hologram shader

  • Klunk
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    Klunk polycounter lvl 4
    more boolean clean up..... path creation tool using a spline to mark the path which is then cut into the mesh (still needs work, quads for the path and path aligned uv's in another map channel and a few spurious situations or places where my routines fail :)  and an absolute pain to track down)




  • vberd
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    vberd polycounter lvl 3

    Hi everyone.

    One week ago I found what my team spend a lot of time for reviewing UV and padding. So I decided to wrote script for Maya for checking padding. Main condition was - Maya LT, so I can use only MEL…

    I solved the problem. In few words: calculate hypotenuse from Point C (vertex) to A and B points (edge vertices) using minimum padding (small cathetus CD) and compare (AD+DB) with real edge length (AB). And some simple (or not wink ) conditions, exceptions, inspections… And a lot of optimization, because at first time all worked great… but spent a a lot of time…
    Also at begun I checked harden/soften edges+saved them in list, so at the end I assign them back.

    small GIF presents result, Pinned vertexes have small padding to near UV shell:






  • malcolm
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    malcolm Polycount Sponsor
    The gif is too fast, is it scaling the shells up so there is only 8 pixels of padding between all of them? And if so that would be really helpful I think you should sell the script on the gumroad if you can get that working.
  • kman108
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    kman108 polycounter lvl 5
    Klunk said:
    more boolean clean up..... path creation tool using a spline to mark the path which is then cut into the mesh (still needs work, quads for the path and path aligned uv's in another map channel and a few spurious situations or places where my routines fail :)  and an absolute pain to track down)




    this is looking awesome, would be a huge time saver for certain modeling techniques.  I'm currently doing this manually via shapemerge and it's a p.i.t.a.  scripting with shapemerge is impossible as well so i've been at a roadblock for a while.  Does your method scale well with higher density meshes?  how about multiple splines per mesh? (i.e 10 - 20)  i know you're in the early stages with this but it looks very promising for organic hardsurface panel seams.   
  • floon
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    floon greentooth


    I just released a mini plugin for ZBrush, that helps to speed up Quicksaving time and Autosave stability by deleting all unselected Tools. These get stored while saving as well and are a bit tedious to clean manually.

    You can download it here for free: https://gum.co/HBLvy
    I also included the sourcecode as well :)
  • Klunk
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    Klunk polycounter lvl 4
    this is looking awesome, would be a huge time saver for certain modeling techniques.  I'm currently doing this manually via shapemerge and it's a p.i.t.a.  scripting with shapemerge is impossible as well so i've been at a roadblock for a while.  Does your method scale well with higher density meshes?  how about multiple splines per mesh? (i.e 10 - 20)  i know you're in the early stages with this but it looks very promising for organic hardsurface panel seams.  
    turned into a dead end, it was based on some poly mesh boolean routines in the SDK which turn out too be far to flakey and unreliable and unpredictable to use in any kind of tool. The whole of editable poly in max is PITA bug ridden mess probably why there are so few quality tools doing this sort of thing.


  • kman108
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    kman108 polycounter lvl 5
    Klunk said:
    this is looking awesome, would be a huge time saver for certain modeling techniques.  I'm currently doing this manually via shapemerge and it's a p.i.t.a.  scripting with shapemerge is impossible as well so i've been at a roadblock for a while.  Does your method scale well with higher density meshes?  how about multiple splines per mesh? (i.e 10 - 20)  i know you're in the early stages with this but it looks very promising for organic hardsurface panel seams.  
    turned into a dead end, it was based on some poly mesh boolean routines in the SDK which turn out too be far to flakey and unreliable and unpredictable to use in any kind of tool. The whole of editable poly in max is PITA bug ridden mess probably why there are so few quality tools doing this sort of thing.


    such a shame
  • Klunk
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    Klunk polycounter lvl 4
    I'm working on another approach but it's slow progress.
  • kman108
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    kman108 polycounter lvl 5
    that's cool, i'm rooting for ya.  I'm not a programmer, but i've always wondered if it's possible to write a class adjacent to editable poly that's geared more towards booleans and "next gen" modeling techniques seen in other packages. something that maybe has less functionally than editable poly, but is faster when i comes to a non-destructive workflow with compound objects.  That's a monumental task tho I'm sure.
  • kman108
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    kman108 polycounter lvl 5
    damn this is looking awesome, look forward to seeing where it goes. do you think  custom uv mapping would be an option? ie mapping follows spline and user can set the uv coords  ( mapping region of  tiling texture ).  also let's see it on a mesh that's 10 000 polys :smiley:
  • Klunk
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    Klunk polycounter lvl 4
    yeah I thought so but again editable ploy instability rears it's ugly head, impossible to debug crashes means it's a dead duck.
  • kritskiy
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    kritskiy polycounter lvl 6
    I've released some free scripts for Photoshop. Don't think they deserve a separate topic so I'll just post here.
    Info on all the scripts

    Teaser:


    And they're available on my Gumroad and Cubebrush
  • Klunk
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    Klunk polycounter lvl 4
    round 25 of klunk verses the cut.....

    so being  a stubborn fool :smiley:  I decided the way forward was to write my own cutting routines as the max sdk ones are so flakey. So I create a testing modifier so I can well test them... but to test the test modifier i thought I would use the buggy max cut routines and if to prove a point the first try  of it and bingo...
    the modifier is 2 moveable points so i can test various cuts but as you can see as  the end  cut point moves across the edge the max routine get the edge fraction wrong ("flipped") and this is not the worst of the issues they throw up :neutral:  It's funny that editable poly doen't seem too bad from a mxs perspective but from the SDK it a veritable buggy crash fest. We need some hybrid class with all robustness of trimesh and the component tagging of editable poly.

  • poopipe
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    poopipe quad damage
    it's picking the wrong edge where the tris join isn't it?   

    perhaps it's worth taking a leaf out of maya's book, drawing a preview line and not committing the cut until the user has palm smashed the keyboard ?  
  • kritskiy
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    kritskiy polycounter lvl 6
    Finally found out how to modify brushes in Photoshop with scripts, next Scriptorator update will include the brush mod scripts like changing rotation, opacity, toggling blend modes


  • pior
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    pior insane polycounter
    Well that looks like another fantastic tool ! Very curious to see what kind of results one could get out primitives that are as optimized/lowpoly as possible.
  • MACHIN3
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    MACHIN3 sublime tool
    pior said:
    Well that looks like another fantastic tool ! Very curious to see what kind of results one could get out primitives that are as optimized/lowpoly as possible.
    If you send me an example I can use it for testing.
  • leleuxart
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    leleuxart polycounter lvl 7
    Added a False Color viewmode in Toolbag's post-process shader to apply it to all the custom tonemappers and to repurpose one of the existing inputs since I can't add any custom ones. 

    I use the SharpnessLimit parameter to control the opacity of the false color overlay. Two examples with different levels of opacity for the false color.

    Probably not the most optimized, since it's just a bunch of Ifs to get the range for black clip, near black clip, white clip, near white clip, mid-gray and one stop above mid-gray.




  • MACHIN3
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    MACHIN3 sublime tool

    Moving over to 2.80, I've built an f2-like tool for 2.80 and did some improvements to it.  It's about smart face creation. I'm doing a single vert selection at the beginning and merge 2 verts manually shortly after. Other than that, I just keep running the tool over and over again.

  • MACHIN3
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    MACHIN3 sublime tool
    @srivignesh   That's cool, I've been using something similar for quite some time. It doesn't handle uneven vert counts like yours does however. I'm gonna add that as well now :) Great stuff!




  • xXm0RpH3usXx
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    xXm0RpH3usXx polycounter lvl 9
    You guys have no clue how long I wanted to post something in here! :)

    I made an addon for Blender.
    It lets you save out your images (and animations) automatically with a keyword based system (you dont need to use the keywords though).
    It also searches through the destination folder and retrieves a new file version number, saves your scene on rendering (even incrementally, if you like) and turns off your PC afterwards.

    Its in closed alpha right now, so if anybody would like to give it a go or has improvement suggestions, please do hit me up!


  • srivignesh
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    srivignesh polycounter lvl 7
    Hello All,
    One more very small Maya script. I couldn't come up with better name for this tool so, i currently named it as Vert-Edge Connector.
    I used normal connect tool, but it's connecting with the center of the edge selected. So, i come up with this to connect straight.

    use 
    Enter into Multi mode so you can select both vertex and edge, then connect using my tool.




    p.s : I am doing this for my second version of the Nitropoly. So you will get this soon.

  • Burpee
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    Burpee polycounter lvl 5
    Theses looks awesome @srivignesh !
  • floon
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    floon greentooth

    I just wrapped up version 1.2 of my ZBrush Plugin FJTools :).
    If you are interested to learn more about the plugin check out the Polycount thread!
  • onionhead_o
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    onionhead_o polycounter lvl 11
    looking forward to Nitropoly V2. dat Bevel modifier looks sick
  • MACHIN3
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    MACHIN3 sublime tool
    Decal materials can be matched automatically to the materials they are inserted on top of.

  • srivignesh
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    srivignesh polycounter lvl 7
    Hello Again,
       One more tool for Maya, inspired from blender GridFill Tool. I used coons patch if anybody know better than that please suggest me.

    use
    Basically we need to select two edge loops which are opposite and GridFill it.



    p.s : I am doing this for my second version of the Nitropoly. So you will get this soon.   ;)
  • Mayalicious
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    Mayalicious polycounter lvl 8
    Hi all,
    I made a small script called Bevel Modifier. It will modifies the bevel which is already created.Also it works on triangels and N-gons in case you are wondering.

    use:
    Select any number of edge loop (no intersection of loops) and use the "Bevel +" to increase and "Bevel -" to decrease the bevel value. As you can see the value on the left is that how much you want to increase/decrease. it will be very useful if you note down that value and you want to do the same adjustment for different object(s).





    p.s : I am doing this for my second version of the Nitropoly. So you will get this soon.

    This is amazing!
  • kritskiy
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    kritskiy polycounter lvl 6
    what do you do when you hate to open Brush Settings panel just to change one setting? Make yourself a panel obv

  • srivignesh
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    srivignesh polycounter lvl 7
    hello Guys,
        here is one more tool done. It's called Corner 45. It will rotate 45 Degree based on the edge selected.

    Instruction.
    It's Straight forward. Select the face(s) then select a single edge(it will act as a pivot). Finally press what direction you want to Rotate.

    Please don't get confused with the wedge Tool, it won't do that 45 Degree thing. And also I am just moving, not Boolean or cut so, don't worry about uv or anything.


    p.s : I am doing this for my second version of the Nitropoly. So you will get this soon.
  • malcolm
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    malcolm Polycount Sponsor
    What a tease, when will these tools be available?
  • srivignesh
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    srivignesh polycounter lvl 7
     What a tease, when will these tools be available?

    @malcolm - thanks and I am planning to release before February. Currently getting suggestions from other peoples about the tool and UI Improvements. Need to fix old bugs along with the new update.So, you will get this soon. ;)

  • AlecMoody
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    AlecMoody ngon master

    Klunk said:



    I don't model racetracks anymore but if I did this would make the process about 5 times faster.
  • floon
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    floon greentooth
    Working on a mutliselect feature for ZBrush Subtools:


  • RedMASK
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    RedMASK polycounter lvl 2
    Hello All,
    Finally...
    NitroPoly - V2.0 - The Ultimate Modeling Tool For Maya

    Demo and Instructions : https://srivignesh35.github.io/nitropoly/


    NOTE: Tested on Maya 2017 & 2018. Feel free to report bug or feature.

    Email : [email protected]



    Very good tools, tnx, i used old and will test new version :) .....question..... Any plans for that GridFill tool?
  • srivignesh
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    srivignesh polycounter lvl 7
    Very good tools, tnx, i used old and will test new version  .....question..... Any plans for that GridFill tool?

    Thanks and about the grid fill. I am planning to completely write that in c++(Maya api). So, it will have lot of control in real-time. Hope it will get added in the next version.

  • malcolm
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    malcolm Polycount Sponsor
    srivignesh wow very impressive. Is it possible to launch the tools as separate floating windows?, I really want the bevel tool, 45 degree tool, and the grid patch tool, but if possible I'd like to avoid having to launch the whole window just to get at those specific tools.
    You should charge 20 bucks for the full toolkit, then export each section as it's own tool you can launch separately and sell those for 4 bucks each, I think you're selling yourself short by giving it away for free.

  • srivignesh
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    srivignesh polycounter lvl 7
    Thanks @malcolm , I have plan to have floating windows, if i get enough bugs/features list then i can release V2.1 may be. Currently planning to do some advanced tools that i might sell  :wink: .
    Anyway if somebody wants to give money they can always give it through gumroad.
  • Niknesh
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    Niknesh polycounter lvl 6
    @srivignesh
    Amazing script dude, bought it yesterday, tested on Maya 2018, no crashes. It's got all the little things that I need and more :)
    Cut and Stitch, Average Planar and Corner buttons is a godsend.

    I have a few suggestions though.

    The window when you load the script it's too big for my taste, takes away too much of the workspace too. It would much better be as a detached window and more practical.

    If you can, add -xyz/+xyz copy/paste of an object.
    I have that as a shortcut and it's one of those things that you always use in Maya when you model.
  • srivignesh
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    srivignesh polycounter lvl 7
    Hi Niknesh,
            I am glad that you liked the tool and thanks for buying. Anyway i have plans for the UI. So, i will try to release a version soon.
    For any features you want, please send me to my email( [email protected] ),so i can track. 
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