Grimm_Wrecking: lol tnx but don't get too carried away MightyPea: it doesn't atm, when you select a spline it converts it to a editable poly object i could implement that in a cheap way without having to add to much extra code by taking the final projected mesh selecting the edge and simply using the create shape from…
I have updated my toolset for maya. Some curve tools are misisng, but I will add them in a future update. Thread : http://www.polycount.com/forum/showthread.php?t=92535
I've been implementing my own com server for max (going through mxs can be a bit of a faff :) ) to add addition dev tools anyway it paid dividends straight away helping to get a better algorithm for find what in or not in a polygon not matter what the depth or heirarchy. now onto how to deal with intersections, my brain…
been working on some tools for my Ultima inspired tile based game in Unity.... - export tiles max script from max to FBX and render 2D sprites to be used in the map editor - bake script to automatically bake lightmaps for a set of tiles for a section of the map - wrote the map editor in Qt/C++. Tiles are organized by…
Whoa, nice! Really nice. I like that faked wave breaking. It's convincing. Maybe i will add more alpha blending at the ground. Any break down? Maybe udk package? Anyway, cool!
In max you could add it to the user defined properties of the object. This way, even if the object is merged to other scenes it will carry the xnormal preset. Maybe there is an equivalent in Maya, so there is no need to have extra nodes in the scene.
This weekend's doodling session, made a bunch of kitbash pieces to test the Polystein Kit- inspired tool i'm working on :) still got a lot of stuff to add to it and some ideas to test, but we'll be back on that in the next weekend :p
I think I will probably update my tools tomorrow, with this in the build. I'm going to try and add another filter textbox to the menu, at the bottom, but u can use that one, hopefully, to filter the thumbs that were generated.
yea, that's actually a canned animation that is part of the shaders they let you use. UDK mobile shaders are like the cryengine illum shader, but much more limited. you can't add any custom functionality. http://udn.epicgames.com/Three/MobileMaterialReference.html
Another Tool I've been working on. U can add/remove "Tools" to the UI and drag/drop into your scene as u need them. I've made some changes/improvements since this video. http://matthewlichy.com/toolbox/toolbox.html