Been using the beta since it was released - not upgraded to the full 4.0 yet. It will break some scripts and animations are handled differently now (some 3.5 settings are depreciated) but generally the process is pretty painless.
I coded my own blog with the help of a friend. Just need to put in the pagination script and it will be pretty groovy. No follow function obviously. I shall work on doing an RSS feeder though.
:/ That's one workaround I thought of, but somewhat tedious. Maybe a good time to start learning python scripting. For anything architectural I couldn't imagine not having exact control over uv mapping.
It messed up your normals.On the ejection port for example something like this happens: How to fix this: edit normal modifier, unify normals, run script again maybe it works ok after that.
the smoothing is not related to UV - that is a separate thing if You dont want to put too much work i suggest using that script i've mentioned above. the results will be much better right away.
Maya has those shaders hidden for some reason. Try 'use background' or if you will need to do a little script editing to get at the more powerfull stuff (not hard just a bit of editing)
That was my exact reaction. I wonder how well it will fit into an actual modelling pipeline. Can you show some examples of working with the script on more complicated and less regular/perfect topology?
Awesome, I'm sure to be calling you in on that at some point. We have scripts to convert with, but they're each broken in some way. So it's sure to be a bit of a chore. But once it's done, there will be teh rejoice.
You may want to grab UV Deluxe from here : http://www.creativecrash.com/maya/downloads/scripts-plugins/texturing/c/uvdeluxe It makes doing this kind of scaling and offsetting very simple.
@Pyrzern - nope you pretty much wanna bake one by one. Though I think there was a batch baking script made for xnormal. I forget where I saw it. It is somewhere on polycount.