its not tile based but works on any rectangular geometry + its easier for me to implement it on moving or dynamic geometry within the level. also related early prototype with 3d sprites and 4 players, on the right I have a max setup and a maxscript that renders each object individually per frame as a sprite.
Awesome stuff rumblesushi (and keen awesome as always ;)). How does the system grid work? Does it generate an Id for every object and checks in into the field by position (like distance to left border divided by field width multiplied with width of a single box?). Would really appreciate a write down on your method there.
I am making a new UI for modifiers in Max that is in overlay of your viewport. You can make a new button by selection a object with some modifiers on. By clicking on the shortkey for displaying the UI and clicking on the addbutton you can add a new button. This button will be the modifiers with there given properties that…
howdy folks, Added a post to my blog containing my process for setting up texture baking in 3dstudio max for complex objects. This post includes a link to a photoshop script I put together to automate the process of combining these maps back in photoshop. http://www.envartist.com/scripting/3ds-max-texture-baking-process/…
Some Voxel editor that can export to Maya that I found today on the internet: http://www.minddesk.com/?page_id=60 Certainly nice stuff, check out the site for nice introduction videos and example animations created using the tool. There is also a maya conversion script to convert a poly/mesh with textures to a Voxel object
You can do this in Max already. A few hoops, but probably scriptable. Vertex Paint modifier has a soft selection button. Use that with vertex sub-object selection to flood-fill the gradients on your model. To bake it, put a material on your model with a Vertex Color map in the diffuse, then use Render To Texture. Viola!
Fixed up event system so now you can access any function on any component on any object and pass specific parameters to it though the GUI. heres an example cutscene im making to show some of the features, everything is animated in the cutscene editor. [ame]http://www.youtube.com/watch?v=Xhgc7M1PdAc[/ame]
I've made some tools to speed up the process of renaming objects, specifically for 'Match by name' baking in Substance Painter. This next script is for deleting suffixes. It will check if the suffix is '_high' if it is it will delete the last 5 characters of the name. If _high isn't the suffix then it will just delete the…
So yesterday this idea for a script came into my head where you could preview how a group of objects tiles based on a defined size tiling plane. I figured this would be useful for creating some sort of object pattern to bring into zbrush for sculpting, it could also be used after to layout the sculpted objects for baking…
I decided to benchmark my 3D collision detection routine recently, and it's fast. Very fast. Here's a demo - http://rumblesushi.com/grid2.html Hold 1 to add upto 1000 objects. Press C to switch to a FPS camera, which is a collidable object too. On the above demo with 1000 active objects I get 38 fps. The exact same demo…