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....
TreeIt is great standalone free SW for trees and branches creation. I would say best free alternative to speedtree. There is also TreeGen script for max which is also great. @Eric Chadwick Thanks for the Xfrog. I didn't know about that.
Slipgatecentral did post a artdump a while ago which may help: http://www.polycount.com/forum/showthread.php?t=74450&highlight=Allods Also try the Xentax forums see if anyone has made any exporters/scripts: http://www.xentax.com/
Look more, but don't expect specific answers. You'll find a few how-to things here and there, but then it's up to you to expand that knowledge by practice. Look for anything you can find on Unreal Script and Kismet. Eat3d has some nice ones.
I use Maya default with a dab of some custom scripts (TransUV, my own UV slot mover, and XFormUV) found on the net and UVAuto Ratio Pro for sizing. Maya's defaults are pretty good, just buried (like everything else).
@Goat: working on your suggestion, just taking longer to figure out how to set up the shader. @Shadow: I made sure the normals weren't flipped before exporting them...also found an Average normals script on the wiki, no luck...
Use go Max! http://www.zbrushcentral.com/showthread.php?t=94822 lets you import/export seamlessly within the 2 programs, aslo exported texture files if you paint in zbrush, much better script than the GoZ update for max...
well, the original tintin cartoon isnt going anywhere. 2d animation is great, but I'd rather have them try this out than retread old ground. On a side note, Joe Cornish cowrote the script! Got big hopes for this one.
You can use things like airborne's photoshop scripts to combine the seperate normal maps into one PSD file for you. Also batch baking may be something you could look into. http://www.polycount.com/forum/showthread.php?t=125244