No problemo! I'd forgotten to save it in my inspiration folder way back but you jogged my memory that it was from a CG challenge, so I at least have a copy of it, finally!
This feels very wrong, but at this point ive been staring at it for too long.... so rendered it out and put it in my finished folder https://www.youtube.com/watch?v=JFEtH-DYnA0
Never mind, figured out a solution. Simply rendering out eight cameras into eight folders in one batch, then running a php script to combine and organize those images into a spritesheet.
Came out awesome as expected man! Really great work on everything! Saved to inspiration folder! :D Keep up the great work! Keen to see your next project^^
so what happens if you put a really heavy FBX into that folder like a sculpt export and select it? does the explorer survive that? and does it take a break when fetching the scene?
I have this issue whenever I have to make project folders, and used a name and then decides to change the name, but all filepaths and such is pointing to the other name...real pain to cleanup.
Okay thanks, the easiest way to send the scene is to go to File -> Export -> Scene bundle, and the zip up the .tbscene and /assets/ folder, this will ensure that all supporting files are linked properly.
He's scolding because your dismissing good advice. As far as i remember Unity can import blends directly. you just save into the assets folder and it will import it for you.
I made that years ago for Poop Mathis. http://www.juantwo.com/scripts/Martinez_Macro_TextureArea.zip Put it in the ..Max\UI\MacroScript\ folder, restart max, and look in the monsterBlues category to bind it to a hotkey.
Not that I know of, but slightly related; You can map a set of brushes to a shortcut key, if they're in the adobe/photoshop/presets/brushes folder (and have been in there since ps started)