If you are a maya user you can check out my render ready script on Creative Crash. http://www.creativecrash.com/maya/marketplace/scripts-plugins/utility-external/misc/c/render-ready-and-city-builder-release--2
UV deluxe has a script that does that and it's free http://www.creativecrash.com/maya/downloads/scripts-plugins/texturing/c/uvdeluxe I actually use UV Ninja, but thats costs a few bucks (Worth every penny in my opinion)
Looks like I am in need of an upgrade then haha. I bought the indie version on Steam awhile back, we don't have scripting or any support for custom commands and those Seneca scripts look really really good :(
A mood board to set things up. <blockquote class="imgur-embed-pub" lang="en" data-id="a/SIARK"><a href="//imgur.com/SIARK"></a></blockquote><script async src="//s.imgur.com/min/embed.js" charset="utf-8"></script>
you can also check out Ninja Topo.. Its a free script on creative crash http://www.creativecrash.com/maya/downloads/scripts-plugins/modeling/c/ninja-topo http://www.youtube.com/watch?feature=player_embedded&v=drQsYROMgrU
An alternative to that is the UV Ratio Script from this site. It's near the bottom do a search for "UVRatio.py" you want to download sample196_v2.lzh it's in there. There are a bunch of other useful scripts there as well, though it's all in Japanese and Google translate doesn't help much.
Hi I'm working on a script in maya 2019 the unfold vertical command is uvTkDoUnfoldAlong(1); Can anyone tell me the unfold vertical command for 2017 and is it same for other previous version also? Because when I'm running my script and it is giving me an error in 2017 version.
For the verts, you can access whatever info you need with a bit of scripting or knowing where to look. Houdini verts Blender verts Max and Maya are similar, you just use a bit of scripting to print them out to whatever file you want.
Yeah too many objects and rendering with GI. I have to do it in one render pass. I've found a script that could be interesting for detaching automatically: http://www.scriptspot.com/3ds-max/scripts/detach-by-material-id Not a solution at all, but better than nothing.
Slightly related: Can max now rebake normal maps to another uv layout and 'rotate' them correctly in the process? Also for semi-automatic rebaking, here's s a script that worked out fairly well: http://www.scriptspot.com/3ds-max/scripts/remappsd