I think it only ever displays the brushes that have selected/used during the session. To get them all to appear you would have to run through selecting all the brushes. A macro/script could probably work for that, though it may be more efficient to just drag the brushes you do use onto the UI or a custom palette.
I have a Shrink Wrap script in my TurboTools toolbar that is fast, and brings LP geo up against Hp Geo. You can also offset from that as well. It also shrink wraps splines to a mesh and it works on multiple Objects that u want to shrink to. http://www.matthewlichy.com/turboTools.html If you want to do it yourself, look…
"Last of us" has an amazing jaw-dropping story. Best game i have ever played in that regards. "Borderlands 2" has amazing character development and is really really funny scripting, enjoying it right now and my first game where I laugh out loud every couple of minutes. Not sure if they have PC versions though...
Yeah I've read those 2 threads. It's hard to grasp, but I'll understand those fully eventually. Do need to run the script over the low poly or high poly? Also, now that you say it, my high poly does seem to be split into separate parts... They're one mesh in zBrush. I'll try exporting it again. Thanks!
Hi, i saw some days ago a nice script for Cinema 4D. It seems to be a very cool way for retopology hi-res. Check it: http://www.holgerbiebrach.com/movies/retoponew_h264.mov And this is the thread about it: http://forums.cgsociety.org/showthread.php?f=47&t=967294&page=1&pp=15 Hope you find it useful. bye de.
talk about a blast from the past! always wanted to give this a spin. and i don't believe there are decent implementations of these tools in maya (without installing NEX). not in 2009, at least. same old bag of slow scripts here. however, seems a major issue with BPT wasn't resolved - according to the docs it does not…
Generally it's not an issue to keep all HP separated. It's even easier for baking. But no i don't see any other way. You could remove the modifiers on a selection with a simple script like this, considering turbosmooth is the 1st modifier in the stack.for obj in $ do( deleteModifier obj 1) Then collapsing meshes is faster…
Both. They have their own presets, which you can tweak, you can make your own off those presets by changing the behavior via sliders, or you can actually script new ones entirely. They licensed something called Popcorn FX http://www.popcornfx.com/ so their method for creating particle behavior is what can be used in…
If you are having trouble going from Modo to xNormal you should give Ariel Chai's pipelineIO script a try. or While in Modo split the edges on your geometry where you want hard edges. Then in xNormal change the "Smooth Normals" settings for both the low poly and high poly models from "Use exported normals" to "Average…
haha thanks, yeah thats the problem though his head is basiclly his shoulders, not to worry about his eyes he will have a nurbs sphere that opens and closes, well he will have a strechy limbs script and im having a bad time at the moment trying to paint weights on this character and i think adding more will make it harder…