Hi guys, I've started poking at HLSL within 3ds Max and put together a toon shader. I'll release it as soon as is ready. @ MoP: I hope you don't mind me using your awesome Goblin to demonstrate the shader :)
havardsc: awesome work. Now if we could just get a nice maya flow map tool going we'd be set! I swear i'm about to jump ship any day now with max having all the cool stuff
Not a bad idea :) I was thinking of using external files ( might as well use the generated xml for something else than just using it at bake time ) Since the tool doesn't really care about the max scene, but operates on files in folders.
small tool to merge normal maps (see the max composite blend mode above). There's an example of how to use it with a batch file and drag and drop (just edit the dir you put the exe in and you can drop the files to process on the bat file)
Decided to try my hand at some AI in 3DS Max. Spent like an hr on this. Playback is slow though, Camtasia had a problem for some reason, but its smooth realtime in viewport otherwise. http://www.youtube.com/watch?v=qm39PHVfEAQ&feature=youtu.be
Yeah. It's maybe a little more work than I thought, but it shouldn't be that bad. I think it will be worth it though for sure. It will make it run so much faster, making it much more competitive/a better alternative to using the Max Merge Dialog for Meshes.
My fellow environment artist and I wanted a way to quickly bash out rocks, so I made a displacement map based system in 3DS Max to quickly create builders, as well as a nice standard Substance Painter file with preset materials.
I'm trying to find this script for max. I think it's called setPivot. Its icon is a little pink pin, and you use it to set the pivot (doh) to selected verts or edges or if anything is selected then it sets the pivot to the center of the object. Can't seem to find the script :(
I wish I could but I don't know the Maxscript language. :( (And I'm not a fan of Max unfortunately) [EDIT] By the way I'm not the first one to have done this : http://www.polycount.com/forum/showthread.php?t=88710 But I handle that in another manner, that I prefer. :)
^Same issue in the latest versions of Max I'm afraid, as soon as you move a light source or dolly the mesh after applying the shader, it breaks the Tangents of the Normals. Autodesk voodoo behind the scene's I say! I'm guessing (in the case of Max, so this could apply to Maya also or not) it recalculates the Normals of the…