I also released the maya version: https://www.youtube.com/watch?v=NK9wtvCUhVk https://gumroad.com/l/kFLUI topic: http://polycount.com/discussion/178792/3ds-max-maya-tool-tycoon-spline-1-0-beta#latest
to me it could be very useful...* for splitting up a photoshop UI design into its separate elements (buttons, labels, frames,...) so that the UI dev can take them easily into a sprite sheet and start coding. * Another case might be that its easier for an artist to draw sprites or assets into 1 big canvas instead of…
Made a "1 click" clipboard uploader. You just copy an image to your clipboard or hit printscreen then load the program select the area you want and click "Upload", then you are taken to the uploaded image in a web browser. And heres another example just for fun!
This is awesome, could have used it some time ago, would have been so much easier! hopefully i have to do some RTS Levels again, making levels the starcraft editor way is good fun, did that a lot in starcraft 1. :)
Houdini Procedural rocks in engine test. High poly. to do/ideas: * uv/texture support * more artist control over the shape * launching xNormal or Houdini baker to automate the baking process? Breakdown: https://3ducttapes.tumblr.com/post/147295610916/houdini-rocks?is_related_post=1
@Kwramm - Can you provide a transaction example/webpage if possible? I can keep looking, but I haven't found anything describing what you explained. You meant, collect all my changes, and then at the end , add them all as 1 lump sum into the database?
Here was a quick forest test. You could get more randomization/control if u wanted. I just did it really quickly, not doing sub-object selections or multiple passes. All was done in 1 pass setting up some random properties quickly. More Tests for fun :)
ah, gottcha. Maxscript help didn't mention that :shifty: have you tried not using the modifier name, something like: $.modifiers[1].amount = 43 I've run into problems in the past trying to use modifier names. EDIT: Also try it this way maybe: ext = Extrude() addModifier $ ext ext.amount = 43
the rgb channels are already eroded differentially, i could maybe use different erosion algorithms for the different channels but i think i could harden the terrain based on the alpha channel at the moment the ersosion algo subtracts 1/3 of the difference between the pixel to the lower pixel and substracts it from the…
Thanks, just copied some code from here and applied it to max's box obj code, the tricky part/ painful bit is porting the sdk 0 based indexing to mxs 1 based indexing and not running out of the room screaming when everything is a spaghettified mess :D I'll get round to implementing a c++ version sometime.