Holy shit! That would completely change my whole workflow. I apologise for being an annoying prick, but do you have any ETA on this? A tool like this is something I've been dreaming of.
Working on a xnormal baking assistant for 3dsMax, a bit like Froyok, made from the one I've made at work, but more evolved and with more options (as people can have a lot of different workflows)
I'm also using the user defined properties for the objects in my UDK Sync script. The alternative method, like I mentioned before, would be to use the custom file properties to store the information.
sprite hull generating tool progress the idea is to use mesh pieces for every sprite to pack them even tighter on a texture map like UV mapping with mesh islands- but all automated.
@monster It's not a nice script or so, it's basically a bunch of material instances connected to modifiers, if you'd like to still look around those I can definitely upload the Max file somewhere for you ^^
One feature I'd like for lightmap UVs, be able to flag low priority UV islands that just fill any empty space left over. Nice for areas that should almost always be hidden.
One thing I wish for is being able to clear mayas memory when working on scripts. I like to work on them a section/function at a time. If anyone has any tricks for this post up! (-_-)
very very cool Slum :) but what exactly are we looking at? Looks like a gras/fur surface shader where the direction is the derivative of an accumulation buffer @Richard Kain, that's pretty awesome too, illusion is there :)
Whoa, nice! Really nice. I like that faked wave breaking. It's convincing. Maybe i will add more alpha blending at the ground. Any break down? Maybe udk package? Anyway, cool!