I was wondering how simple? Do you need to start compiling scripts? I have downloaded and coocked/compiled the package from the starters kit with frontend), but I have no experience with coding. What other options are there. I haven't found any tutorials sofar, how to do it.
Thanks for your answer. Digging more on the topic what I'm searching for is procedural texturing, manageable from external scripts. In my research I find only a couple of software able to doing so, all of them node based, so I suppose no luck with Megascans materials.
I still haven't found a way around it :/ I just offset one, then quickly go down my layers hitting CTRL+F on each one. It repeats your last filter. I remember finding a script for it once somewhere but it quickly stopped working for whatever reason.
In maya 2011, there's a transform component tool under edit mesh. Think thats what you're looking for.. Only thing is it's a one time thing so if you want to just turn it on and do stuff then turn it off then you're probably out of luck/have to script something if possible
Nice! That Perna guys, his something, isn't he? I would love if someone could super-size-boost Eric's script so that it does the math for you automatically with the real Vert/Tri formula, oh lordy, that would be insane and so much more confidence boosting.
I wish they did, it'd simplify matters dramatically. There seems to be a distinct disconnect between the painter team's goals and the goals of the designer/SAT teams. Painter is an arse to integrate cleanly into a pipeline - massive binary files, not using python for scripting etc. Do not make for happy tech artists
They use face weighted vertex normals. Ther's a thread floating around about custom vertex normals on the first or second page. Should have some useful scripts for you. edit: http://polycount.com/discussion/154664/a-short-explanation-about-custom-vertex-normals-tutorial/p1
Wasn't happy with the texel resolution; seems the normalization script wasn't behaving very well, so I rescaled them manually and repacked the UVs. Painted some textures. Hand-painted textures are harder than I thought they'd be... XD Also rigged her up for animation.
@Yadoob - This is very cool and will have tons of use for future workflows as deferred decals become more common place. I showed it around the office and others were excited about it! Waywo - We would gobble up a well constructed maya script that mimicked this! [Edited to be more constructive]
Blizzard's cinematics department is actually larger and apparently better equipped than pixar's so it shouldnt be a surprise. Also there is a Warcraft movie in the works, live action though. Supposed to be a trilogy. Legendary Pictures has the motion picture rights. Last I heard the script is getting a re-write.