Normally caching the function works really well. But you're correct it has no effect on this particular function. I took a pass on the script it went from 1.08 seconds to 0.04 seconds. The basic ideas to make things faster (with MaxScript) are avoid using memory in loops, and avoid converting data types especially in…
Should have asked this in "how you model dem shapes" thread, but meh, heres how i'd do it... Make a cylinder with double amount of faces to the amount of blades you require. Select every other face around the edge Extrude outward Rotate extruded faces into direction of the teeth Select inside verts, push them out and…
1. It's a technique called double smoothing. This video should explain it: [URL="https://www.youtube.com/watch? v=87I8FpXn3Yc"] http://www.youtube.com/watch?v=87I8FpXn3Yc[/URL] It basically removes the need to add support loops to get hard edges. You can also combine it with edge creasing or exclusively use edge creasing.…
Be careful with the blending... you may see strange transitions in the blended areas. You have a regular pattern of stones with distinct gaps between them. Each texture set should probably use the same number of rows as the first set. If you had flat concrete-like textures instead, the blending would be easier because you…
Hey Kawe, Heres a quicky crappy paintover that may give you some inspiration. I added an edge texture for the hexagonal material, and added a little more interest and tonal variation by giving that a welded, indented grey edge. Cyan speckles add interest against the red dust. since its the most striking thing on screen,…
Modo 501 has arrived! :) Has anyone had a chance to mess around with it? Any first impressions? I'm trying to resist just purchasing it because I'm a bit poor atm... though I'll probably give in sooner or later. From what I know it has a some new features that may prove useful to us as game artists: 1. Smoothing Groups are…
Hey! I noticed that the wood material looks a bit off because the grain direction doesn’t match the shape of the object. Could you share how you made the material or applied the texture? I might be able to give you a few tips to fix that. Also, the geometry could really benefit from some beveling — right now the edges are…
Hi @Eric Chadwick . Thank you for the feedback. I was planning to use like some decals or a decal atlas like leakage and some grunge projected onto the wall to break up that repetition, and some damage decals onto the pillars, but the second wall texture with vertex colour does sound great. I also planning to use parallax…
Ninja Dojo has been updated to 4.7 on the Ninja Dojo Page and Creative Crash 4.7 updates Ninja Dojo 4.7 1. updated button icons for Ninja Mesh 2. updated button icons for Ninja UV 3. Bonus Scripts are now 3 columns instead of 2 an no longer have the Ninja_ prefix in the name. 4. fixed a bug with Exit Ninja Dojo that would…
Most of those details you mention I would do in Painter. They're high-frequency, typically quite shallow in terms of height detail and also easily tileable, making them suited for texturing as opposed to modelling. Generally if any details don't fit those criteria I tend to put them in geometry (e.g. bolts, large dents,…