I had a wee think on the way home from work tonight. It's not a hard script to write in theory. Is it all the materials in the scene, or all the materials in the material editor? I take it you are also using multi-sub objects? Unless I can see another way, it will only work with build in max shaders - my method wouldn't…
ok. so i think i have this figured out, thought I better post it and see if anyone knows if this is the right way of doing things. It's a bit off a faff about but it's certainly easier than doing it on photoshop. to get decals onto your Ddo PBR texture set: 1. [Photoshop layers] Import the decal into the albedo map. (make…
Good to see people getting a use out of this :) @Froyok: Thanks for bringing those errors up. I swear I thought i put in checks but probably removed them at some point. Will fix those up today. Regarding preserve mesh input connections, if something is grouped, the fbx exporter will export that group as one mesh. LOD's…
On paper the specs look great, and if it does feature what it says it will feature then it will be awesome. Two things concern me however, firstly is the interface and user experience. I'm yet to see RIM get this right. Current BlackBerry OS examples are horrible, especially when compared to the likes of Android and iOS.…
whee! this thread turned out exactly how i thought once i saw "War on Christmas", O'Reilly, and mediamatters.org (who are *completely unbiased by the way)... the thing about schools calling it "Winter Break" instead of "Christmas Break" came from a school where the only (or one of the only) Muslim student(s) at the school…
Vertex Colors will help, but it is very difficult to get good gradiated (is that a word?) shading in small crevices without doing tons of little cuts to get your vertex coloration to fall off correctly. A map will let you get this detail a hell of a lot more easily. This all gets acerbated if your model is composed of…
Helpful Scripts: Monster has some great scripts. http://monsterblues.wordpress.com/ I really like the key tools but they're mostly for editing Eular curves on standard objects not necessarily for biped. It takes some set up on your part but once set up and saved its great. The biped tangent tool is pretty great too. Worker…
Sounds like you want a general mini-tutorial on UV mapping. Incidentally, I feel like writing one. I've only done this in Max, and the latest version I've used is 5, so this may or may not apply exactly to what you're doing. But the idea should be the same. - Open up the object you're texturing. - Create a procedural…
I propose Rexel Workflow when it comes to setting texel density while unwrapping. This workflow is for static images and is camera-dependent. Rexel is the final rendered pixel. Let’s say we have a scene with a vehicle model: an airplane with detailed objects and a few cameras, some distant for an overall view, but some for…
ok,so after some test this are the results that i've got . here you can see my model,with diferent types of edges(smooth,hard and avarage).i did them as this:unlock normals,set normal to faces and after for each individual model i set avaraged edges or hard edges or smooth edges. As you can see i get some wierd shadows on…