Will do Swordslayer. Btw in Max 2018, are you able to assign a short-cut key to "Toggle Grid Snap" in "Main Menu" via Custom UI? I was speaking to Neil Blevins and strangely enough the button obviously works in the quad menu, yet max script will not execute the command to toggle it..
Well it turns out it was mapped to a completely different custom script! wow. @Zimlorog that's a very cool idea! I'm going to make another binding for uniform. Thanks for the help. I also have increments bounded to a and d and I also have these really cool slice presets that are very handy
Poked by your comment I did some more of searching and came up with quadrify tool from the graphite set. It helps in some areas. I've tested some scripts from scriptspot before. They give mixed results. All depends on the complexity of the source model. Thanks for your input.
If it´s doable with Ogre3D and their shader system why not? Or not really ogre but with cg-shaders. But keep in mind, that my programs purpose isn´t for model presentation(it´s already able to do that though). First and foremost it´s meant to make life easier regarding material scripts and changing textures.
are you blocking cookies and scripts with a browser add-on? and where are you logging in, i find if i log in from the front page news, it dosnt always work and sometimes logs me in as a different forum user altogether, so i tend to just login from the forum index area.
targa or psd. since i work on my diffuse, spec, and normal map all in 1 psd i dont save as psd for the game, instead of got a script called vtools with 1 key press exports out my different layer groups out as separate targa files.
how did you go about placing the rocks in max and keep them tiling? Was each rock placed as an instance model? or did you move them as elements, which i'd think would kill your system. Or was there some 3rd thing, like a script to keep it easily tiled?
We're hiring another designer for the project, so everything above applies to the new position. Join us in making a truly awesome, original game! Edit: To be very clear, this is not a 3d artist position. This is a level designer position for individuals with a body of level design work (building and scripting play spaces).
The only intrinsic problem with Max booleans is stray vertices, which you can eliminate with a free script The other half of the equation is using sensible side counts on primitives, making sure edges align for minimal problems. This is down to you as a user regardless of the program you're in. Are there any issues beyond…
Hm. If exporting from Max, have you set your viewport to qualified normals (Xoliul Shader has a little script to do this for you), and are you exporting from Max with Direct3D viewport instead of the default Nitrous? You could also try flipping your green channel in Marmoset..