I'm sure someone could Mel script a tool that would flip the triangle edge on quadrangulated polys as well as tris. But, yeah by default there is no way to do this. I would check on highend or the Maya cgtalk forum. Malcolm, Whargoul, or Daz might have something for what you're trying to do.
Hm. If exporting from Max, have you set your viewport to qualified normals (Xoliul Shader has a little script to do this for you), and are you exporting from Max with Direct3D viewport instead of the default Nitrous? You could also try flipping your green channel in Marmoset..
cool thanks, this tool seems to make things a bit easier. still wish there was some sort of "live" symmetry that shows what the center would looked like merged but is actually not merged. youd think maya would have resolved this issue by now or someone had developed a script for it, but noooo ;(
I just finished installing Vista 64bit to take advantage of this, hopefully I won't regret going over to Vista. I'll get back to you on how it's working for me, 1st I need to redo my key bindings and see if the scripts I like to use still work.
Well one of the writers is kinda not good and the other is Guillermo himself and English isn't his first language. I can excuse the script on his behalf because of this (personally) I have no idea what's up with the other dude. I mean he wrote the clash of the titans remake :s
i enjoyed it, though the script was pants in alot of places, and the bad day?night bit at end was stoopid. forgot to watch on at the end so iu didnt see whateva it was DOH did see a trailer for Miami Vice. wowowowow, i want to live in neoen pink and blue from now on.
how did you go about placing the rocks in max and keep them tiling? Was each rock placed as an instance model? or did you move them as elements, which i'd think would kill your system. Or was there some 3rd thing, like a script to keep it easily tiled?
just accept that the windows explorer was never intended to shine in this area, just use XnView as a browser with a crazy amount of file format support and some scripts to convert and batch process them. Personally I always hated the windows preview: slow, creates temporary hidden files + very limited.
So is the map itself always called "Diffuse_Color__Map__188__TSO_Uniform_Pants_jpg" ? Do a test by instead of trying to set it immediately, in that script first list the contents of meditMaterials[2][#Maps], see what it contains. Because while you're getting the material from the scene, does that actually guarantee that…
I generally don't worry too much about smoothing groups, I just split where it's logical and use TexTools UV islands to smoothing groups script. As long as you split your islands logical then it works. Occasionally I combine smoothing groups where there was a split though.