I am experimenting on this universal but simplified photoshop group exporter . still quite wip I just try to avoid gigantic menu and options, and I want to produce as possible maximum 4 tga pic to do various masking I needed for unreal shader. the script is kinda hardcoded to save to specific area near the PSD file saved…
Um, this might be a little bit random, but just wondering if anyone here (or anyone they knew) would be interested in pairing up and developing a ALL NEW IMPROVED PHOTOSHOP BRUSH PALETTE As an artist i can't believe how ancient and lacking in features it is, and has been for years. Got lots of ideas for what artists want,…
I got my retopo tools about good now. I ended up just letting the user hit Alt + Left click to flip the Edge, which after u do it once during a session, it seems to be good from then on. Trying to have the script detect it was not working at all..... Since I changed to another interface as well, now you can do Ctrl + Left…
I'm playing around with Molehill at the moment, and one thing that's insane is how much slower the computation is on this FP11 beta. Magnitudes slower than FP10. The most appealing thing about Molehill for me is freeing up all the CPU juice in order to use it what it's intended for - physics/object count/AI etc, instead of…
I totally agree its not all that common to bake spec and it probably doesn't need to be cluttering things up. However, on a few occasions I have baked spec, more like just used the slot to output masks at the same time I'm baking diffuse and normal. IF I use the spec slot its for things like a secondary set of light…
Nothing fancy here, but while working on a CGFX shader in Maya, I decided to have a look at the attribute editor interface. So here it is:* added the possibility to group parameters by using the semantic * added a menu to display parameters either the classic way or by group (because not all shaders will support this last…
@TheFlyingMonk: I pack like I do usually by bounds without rotations, and then convert the sprite blobs into Mesh shapes using the NAPE physics library and after that simulate a simple upwards gravity with a shaking X movement so all the pieces slide neatly into each other. Rotations are snapped within 90 degree rotations…
You can;t use any nodes at all, they have no effect on the material for mobile (Unless you use auto flatten or bake normal's lighting in. but like the name says, FLAT) Mobile materials are made in a sepperate rollout under the node editor. its a very limited shader with a few permutations for various effects like bump…
@@srivignesh Amazing script dude, bought it yesterday, tested on Maya 2018, no crashes. It's got all the little things that I need and more :) Cut and Stitch, Average Planar and Corner buttons is a godsend. I have a few suggestions though. The window when you load the script it's too big for my taste, takes away too much…
Hi all, I made a small script called Bevel Modifier. It will modifies the bevel which is already created.Also it works on triangels and N-gons in case you are wondering. use: Select any number of edge loop (no intersection of loops) and use the "Bevel +" to increase and "Bevel -" to decrease the bevel value. As you can see…