I rarely use Zbrush nowadays and it started to fade away from my memory but as far as I remember the wrap mode works only on square planes. And I hardly ever had square shaped textures for anything tile-able. I usually just made 2.5d copy , wrapped it 50%, captured textures. Then displaced it to a new plane. Lately it's…
Hello Polycounters, Let's me introduce you a new tool , that's is currently under private Beta development If you are interested I am looking for Beta testers. The Toolset Description ZGameTools is an extension plugin for Zbrush 4R7. The ZGametools is a Complete toolset, composed of Four plugins dedicated to illustration,…
Okay, is working, but now will need to think about workflow and what it needs to make things efficient and simple. Here is breakdown of the basic code though: For maya python script, same as before but newline is needed to prevent that empty row issue (I don't know why, it just works): note that you have to select…
Trying to make it so that it would instantly convert the selected description(s) to an interactive groom (Generate>Convert To Interactive Groom), then select that groom, and make a new cache (Generate>Cache>Create New Cache), then delete the cache. I tried looking around the Maya Docs to find these commands, but my google…
I didn't see any text editing tools on ScriptSpot, but you can bulk edit properties with script. Select just one text object and type this into the listener... show $ This will show you a list of property names and the type of data they use. Then you can select all your text object and do something like the following...…
Might be an idea to transfer part of it to a 2nd uv set and bake out the sets seperatly,depending on how the layout looks that is.So for instance if you can select all faces that overlap to a 2nd UVset,then bake out set 1 and set 2 seperatly,can you post a snap shot of the current uv's,with the overlapped faces selected?
select all your meshes in your modeling package and treat them as one piece when you UV for lightmaps. you are going to have to shrink the UVs down quite a bit. Everything needs to be uniquely laid out -- if you select all your meshes and see overlapping UVs in your modeling package the lightmap will fail in UDK.
I think it only ever displays the brushes that have selected/used during the session. To get them all to appear you would have to run through selecting all the brushes. A macro/script could probably work for that, though it may be more efficient to just drag the brushes you do use onto the UI or a custom palette.
Works great on 3ds Max 2009 here. Just found some "secret" feature I guess that when we select the object and move the slider, viewport update in realtime! haha not sure it's a secret feature or what but if the object not selected the changes wont be in realtime , means after let go the slider then only viewport will…
If you grab this script... http://www.farfarer.com/temp/averageselectednormals.zip ...extract it to your modo Scripts folder, bind a key or add a button to run the command... @averageselectednormals.py ...then you can select some verts and run the script and it'll average the normals of all the selected verts and assign…