Hopefully you dont mind, but I made a fix for you so that it will work in 2015. The function for polybevel had different attr names that was causing errors. Also I added two lines in it to turn off the smooth display after finalize and to smooth out the normals after finalize. Code below. // a function to be called when…
To save some cash, get a Costco membership if you can. It's initially like $40 or whatever, but after that you're golden. For example, a pack of 12 (3" thick) porkchops is ~ $10, and if you split those in half, you'll get 24 1.5" thick chops. Can't beat 24 chops for $10. Chicken Kiev (1 serving) ~ $6 per serving - 1…
This is my script for this job, it has nothing to do with http://www.scriptspot.com/3ds-max/quadrangulate ,it works on selections,it only works on Editable Polyfn gaseste_daca_unghiu_dintre_tri_e_mic intrare index_1 index_2 =(test_1 = polyop.getFaceNormal intrare index_1test_2 = polyop.getFaceNormal intrare index_2rezultat…
Hello Polycount community! Am pleased to share with you our first project on the UE4 marketplace: The Medieval Weapons Collection pack. The above pack is available on the UE4 marketplace: https://www.unrealengine.com/marketplace/medieval-weapons-collection This weapon collection contains 22 AAA quality models of medieval…
While I comb through the forum for finals people failed to submit or couldn't due to the mistake here's some more. Vertical - Just talking about the idea http://www.polycount.com/forum/showpost.php?p=2092729&postcount=1 Spiffy - Thumbnails of different mood shots…
global BoneArray global BoneNArray global WeightArray global PasteArray -- Pass the vert id to extract all the weights to arrays fn CopyWeight theVert = ( -- Empty the arrays BoneArray = #() BoneNArray =#() WeightArray = #() theSkin = $.modifiers[#skin] BNumber = skinOps.getVertexWeightCount theSkin theVert BN = BNumber as…
I didn't know what unsigned vs. signed means, so I asked one of the programmers here. Here's how he explained it to me. I added emphasis to highlight the meat of the issue... "Actually, we do use signed textures for normal maps, although we dont support loading them at the moment. The unsigned normal maps are converted.…
mm, sorry, I meant X-Form (in 3dsmax) not x normals. Starting to wear out :) I've got it positioned right, just getting weird lighting at the moment. I really appreciate the thorough answers. I guess I'm a bit confused about the steering wheel bit yet. I modelled my truck around your car. So the wheels and steering wheel…
I discovered that the raytraced shadows can be fixed using bias shadow rays. Still no idea about the texture override, the MEL command for running TURTLE is this: ilrTextureBakeCmd -target "pCubeShape1" -target "pCylinderShape1" -target "pConeShape1" -frontRange 0 -backRange 200 -frontBias 0 -backBias -100 -transferSpace 1…