The Pushing Points Toolkit is a collection of scripts (currently includes 31 tools) that I have created to help increase efficiency when working in MODO by speeding up given modeling tasks as well as add new functionality. Enjoy! Click here to access the Pushing Points Toolkit
Spent some time chipping away at various parts: Worked the cloth (wrinkles, folds, etc) Reworked the gauntlet to be more claw like Added notches for all the leather straps Added trim to some of the cloth Added stitching Added a shoulder pauldron, the upper arms felt too bear and I wanted something to echo the design in the…
Maya doesn't do smoothing groups so they can't be exported. There are some smoothing group generation scripts available - not always 100% reliable though. Failing that.. Can you derive creasing from hard edges in the opensubdiv modifier? I've not tried
I use a turn to mesh modifier with a projection modifier on top and then export as .sbm. I have heard of people having issues with .sbm but it works fine for me. I can't think of a faster way, short from automating things with a script.
First of i have to say it's unfair to leave us without any thread love! Second, i was supposed to write "Their is some scripts for maya and max..." :D Now i'm gonna stop cluttering you thread and wait for an update :D
Love the suit so far!! I have to ask, in your stream you are able to copy and paste a mesh (or part of a mesh) to a new location @ 23:18 in your livestream for the engine modeling. Are you using a script for that or is it a built in feature of Modo?
I thought it was excellent. I found myself thinking that it wasn't profoundly smart, that you guys had hyped it up too much for me, but then the film just got better and better. Great script, great performances. And that red-head, damn.
you must triangulate, set face normal, harden edge and then go find a mel script to add a little noise to randomly jitter the vertex componet and youre all set. Nice style though. I did some unity test :)
Stepped upon cool stuff here: http://fr.slideshare.net/VesselinEfremov/authoring-of-procedural-rocks-in-the-blacksmith-realtime-short-51753674 And it appeared the guy used my script :smiley: So the distorted uv might be caused by a displacement map and planar mapping
I am indeed! Worked on the tree last night a little bit, messing around with some foliage scripts. Here's my results so far. It's pretty high res at the moment, but the scene is meant to be a pretty high res scene, so....