It messed up your normals.On the ejection port for example something like this happens: How to fix this: edit normal modifier, unify normals, run script again maybe it works ok after that.
the smoothing is not related to UV - that is a separate thing if You dont want to put too much work i suggest using that script i've mentioned above. the results will be much better right away.
Maya has those shaders hidden for some reason. Try 'use background' or if you will need to do a little script editing to get at the more powerfull stuff (not hard just a bit of editing)
That was my exact reaction. I wonder how well it will fit into an actual modelling pipeline. Can you show some examples of working with the script on more complicated and less regular/perfect topology?
Awesome, I'm sure to be calling you in on that at some point. We have scripts to convert with, but they're each broken in some way. So it's sure to be a bit of a chore. But once it's done, there will be teh rejoice.
You may want to grab UV Deluxe from here : http://www.creativecrash.com/maya/downloads/scripts-plugins/texturing/c/uvdeluxe It makes doing this kind of scaling and offsetting very simple.
@Pyrzern - nope you pretty much wanna bake one by one. Though I think there was a batch baking script made for xnormal. I forget where I saw it. It is somewhere on polycount.
@Katana: Hmm thanks I'll set those units up. @m4dcow: I'll look into that. I made a similar script but they weren't bind to hotkeys. Still need to solve the zoom issue though.
Yes that worked perfectly! Thank you so much for helping me out with this! Also, thanks for providing the notes - They will help me create similar versions of the script to work on the different types of feather.
here's a script I came a cross a awhile ago that does this. polySoftEdge -angle 1 -ch 1 ; polySelectConstraint -m 3 -t 0x8000 -sm 2; polyDelEdge -cv true; resetPolySelectConstraint;