I saw there was a thread with Max + Unreal - with useful scripts and workflows. I'd like to know if somebody has suggestions for Maya + Unreal. First problem I've encounted is that I've been spending too long time on my lightmaps, there must be a better way. Does anyone have a script that layouts my UVs with 2-4 pixels…
hahaha...NO! Just like available models on Turbosquid and Crativecash wont replace the jobs of modelers. Auto-rigging system and scripts will help super small indie projects but for bigger professionnal works, an entitled specialized rigger who know his expressions, nodes and python will always be in top demands in the…
So I've had that same issue for a while with max. I've come up with a few workarounds and found some scripts that make my life easier. I know this thread is kinda old, but I think it's still helpful. ColladaCGF- http://sourceforge.net/projects/colladacgf/ This allows me to rapidly prototype, check scale etc etc. All you…
It all sounds perfectly sensible. Have meetings about it where you explain this to everbody, use some sort of internal wiki. When somebody does something wrong, talk to them right away to point their mistake out. Also, remember that scripting things make a lot of these things much easier. Hopefully you have a good tech…
@jocose : uh uh uh... Try it too!!! - how to install all the shit :http://www.mrmoen.com/2008/03/30/opengl-with-visual-c-express-edition/ - Cool tutorial to start openGL :http://nehe.gamedev.net/lesson.asp?index=01http://nehe.gamedev.net/lesson.asp?index=02 - And then python for Maya if you want to create your exporter,…
A while ago there was quadsphere primative shape plug-in for 3dsmax. http://boards.polycount.net/showthread.php?p=810733 All of the links to it seem to be broken and I can't figure out who wrote it. Here's the version of the script I have if anyone wants it: http://dl.dropbox.com/u/1306131/QuadSphere.ms Place the script…
That's a cool technique from GDC! I haven't really dug into it myself. Your MCG and script from ScriptSpot technically both work. But the vertex colors needs to be normalized into 0-1 UV space. In the screenshot attached the big teapot is like yours, and i used the script from ScriptSpot to generate the colors. For the…
throttlekitty> Thanks for the kind words :) Regarding that texture reloading script I don't think that will work with ShaderFX. That script is most likely based on finding the texture File nodes associated with your selected objects. ShaderFX does not use the same type of File nodes in the same manner. However as…
I've been looking for seven years what is that bloody "pivot mode". I'd like the script to change my object pivot instead of the working pivot. I feel it's the "affect pivot only" but how are you meant to perform a sub obj selection with that on ? I just can't reproduce what's in the picture :< I might have taken a look…
In this particular case, if you move and sew this section into place, select the UVs in the centre and unfold, it will put them back into place. As for general sewing of uv shells without distortion, there was a script called ESALsmartMoveAndSewUVs.mel from jocose…