ah interesting, I'm on xnormal 3.18.3 and it still seems to render the AO and multiply that ontop of the vertexcolor in greyscale. Then render the vertexColor map correctly what do you mean about the exit process? Are you able to get feedback from xnormal? It seems to only silently exit upon errors with me, so for my tool…
I guess it would be useful if you could create a db (datebase) or thumbnail zip archive file with a index of things. That way Max files could be batch processed into small indexed files that contain the thumbnails and perhaps some ini or XML based info table with the stats. There are several other scripts out there that do…
Harry and I were developing things at the same time :) been chatting the whole evening about our stuff :poly142: Texture Ripping tool Online demo (without clipboard support) http://renderhjs.net/bbs/polycount/textureRipper/dmo1/demo.swf drag 2 line to create a shape, after that you can tweak the white and orange boxes. Del…
^ Wow very cool Alec. I'm newish to creating shaders(minus some unreal) so excuse my simple question, but what did you make this in? Any keywords I can research would be awesome! Thanks :) Script can be found here MAXScript Adventures: Invert Vertex Colors Function: Inverts the values of the user selected channel Color,…
Blender Game Tools I have made a tool that take an high poly sculpt an convert it into a game asset fully textured in one single click while it takes 10 hours currently. I know it sounds too good to be true, but it works and does the job fast and with a clean result for static meshes. My tool will create a low poly at the…
Yep it's Python (which I've discovered through Blender). Actually firsts scripts on Blender are very easy to write, as all python commands are accessible through right click on UI and/or console, you can barely sometimes just copy-paste and click Run. Things gets a lot harder when you have to create an UI, do non-visual &…
Fansub said: Recreated Seneca Menard's Quick Pipe in Maya for work It's actually three scripts : the first one creates the pipe,second one allows in-viewport attribute editing to change the thickness,divisions and caps toggle.The third one cleans everything left behind the operation. Hey Fansub. Your script is really nice…
Wow, that is impressive Klunk. B) When I first saw some of your posts about this, I was wishing I had an easy way to create something like this for a terrain shader I had developed. The shader mixed materials based on vertex color so certain terrain features would require specific vertex placement to retain material…
Ya what I do is make a virtualenv with the same python version as my Maya install, install all the shit I need with pip or easy install, than I create a Maya modual to put my script in, and the site packages from the python virtual env in. Than I can distribute that modual. Also you can easily tell Maya to look in any…
Added another tool to my Object Placer. I took some ideas from other scripts, and made my own version with a nice feature set I think. I also have a Freeform version, button above this one, that works on the faces of the actual objects and not the bounds. I would like to have the faces Highlight when you are on a Bounds…