it is but is it to low? I kind of like the idea for this tool to have very low constrast because unlike other tools or applications its meant to be a background supporting tool- not something that needs attention as a work or standalone tool. Also because I am going to limit its UI features (no multi resize,…
Yeah, except.. like I said BUTTONS EVERYWHERE §. That's something very annoying in max (I don't want to start yet another 3d app war please), for example, If I want turbos smooth on top of the stack and work on editable poly, I've to activate the end result button in the stack (or in the horrible ribon). I know that can be…
worked on a UVW to spline converter script that supports 2 modes: In one of the modes it only generates splines for the outline of the UV shells which I find convenient if I block out the vector in Flash using the paint bucket per shell. I am still playing with a few ideas on how to use this data in other tools besides…
I am experimenting on this universal but simplified photoshop group exporter . still quite wip I just try to avoid gigantic menu and options, and I want to produce as possible maximum 4 tga pic to do various masking I needed for unreal shader. the script is kinda hardcoded to save to specific area near the PSD file saved…
Um, this might be a little bit random, but just wondering if anyone here (or anyone they knew) would be interested in pairing up and developing a ALL NEW IMPROVED PHOTOSHOP BRUSH PALETTE As an artist i can't believe how ancient and lacking in features it is, and has been for years. Got lots of ideas for what artists want,…
I got my retopo tools about good now. I ended up just letting the user hit Alt + Left click to flip the Edge, which after u do it once during a session, it seems to be good from then on. Trying to have the script detect it was not working at all..... Since I changed to another interface as well, now you can do Ctrl + Left…
@TheFlyingMonk: I pack like I do usually by bounds without rotations, and then convert the sprite blobs into Mesh shapes using the NAPE physics library and after that simulate a simple upwards gravity with a shaking X movement so all the pieces slide neatly into each other. Rotations are snapped within 90 degree rotations…
Been working on an App Link for 3DSMax and 3D-Coat. There was another one made a few years ago (the one you can see a video for on the 3DC website), but it was long since abandoned and didn't work correctly with newer versions of Max or 3DC. I added a few of extra features like automatically assigning flat/stingray…
Thanks @"Eric Chadwick"! I don't think its a terribly heavy shader. It relies on the smoothstep function and the graphics hardware's internal automatic bilinear filtering. Both of which should be available to OpenGL ES devices. I tested the scene at the "Android" OpenGL ES2 rendering feature level and the distance field…
Nice. Yeah, I started looking at it last night, and it seems pretty straight forward. I have FreeImage integrated into the method, so I can read in PSDS and Raw, then save those to the DB. Although, right now Im having to save them to a temp png, and load that into the DB. But I SHOULD be able to get the freeimage bitmaps…