Hi, I've installed the script but I'm not sure how to assign the shortcut correctly. In my case is activating the subdivision level 0 only. I'm sorry but I'm not used to blender. Could you help me?
I would distribute each ring of bricks on its own spline, to better control brick placement. Or get good with scripting. I'm not a Maya user though, just thinking through potential workflow in Max.
CgSociety, Maxscript documentation and analyzing other peoples scripts is pretty much the way I learned Maxscript. Though thats also how I learn other languages so might be different per person.
On a project I worked on, use used tiling textures on models in 3DS Max, before exporting we'd run a script that'd pack are the meshes and textures into atlases. So, tiling textures first, Atlas second.
I finished up the grimoire today with the speedart animations. I'll be doing some testing with Unity scripting for portfolio purposes, but the actual model and animation itself is now complete after just under 18 hours.
[Unreal 4 - Level Scripting Project] 16 june 2014 Made a small game within Unreal 4 for a school assignment. I decided to make the environment on my own. This is what I came up with:
As far as I am aware, fresnel node got image attached to it in grey tones. That is also auto-created by that script. If you just wonder, I am using this one: https://share.allegorithmic.com/libraries/2501
parenting something to a deforming geometry will not move the object, since its the shape thats deforming. To have deforming geometry (skin, blendshape, warpdeformer) transform an object, use a hairsystem follicle or search for a script called djRivet.mel
I made my site in Dreamweave, was a piece of cake. I have no knowledge of web stuffs or scripting at all. Keep it simple, the more clicks and the flashy your website the worse its going to be as a portfolio site.
Thanks Mark, I tried to create one myself once but it did render horrible slow, probably something wrong with the settings I used. Going to try that script out, always enjoy faster rendering :)