If you want to get into programming, or are just even thinking about it, then why not find something that can benefit you art as well? Why make the two seperate (though they would probably stay within games if you are focused on the industry), and instead use it as a supportive skill. There are tons of different ways you…
Yes that. The underlying model format for a lot of relic's stuff is the same. There's one fan out there who made a whole ton of tools. One of which is a model converter script for 3ds max. I had to modify the script a bit to get it to work right with current max versions, but it still did the job of bringing the models…
uvLayout, anything else compared by it is just poor in performance, features and workflow including all specific UV tools that are on the market. But if you are just after relaxing its not worth the hefty price,- maybe then instead go with Roadkill, existing max/maya relaxing tools or like mentioned above the Crazy…
The majority of artists don't have issues with the way the tools work, at least not to a point that they would stop making art and go write scripts and tools. If you have twisted and poorly organized UV's that's mostly a problem with your workflow. How you make something can vastly affect how the UV's come out. If you…
I've had quite a lot of luck moving things with FBX between Max and Maya, it's pretty stable for most things by now, I've found... I wrote a script at work for bringing stuff in from Max where in Max it'd only export the base level meshes (no Turbosmooth or any modifiers which exist in Maya as deformers like Bend, Twist…
This can be done via MEL script but it is highly specific to the hotkeys you want to switch around. The easiest way to do this would probably be to have a few shelf buttons, each with a hotkey configuration for the desired work flow (modeling, animation, UV mapping, etc.) that you can click once to switch between. If you…
Yeah I played through it last night. I liked the first game. With this demo I was initially impressed. With all the bells and whistles turned on it's a nice looking game. Some nice models and shaders and radiosity ( baked ) lighting. Intense action, great sound. But after I got over the looks, I was abruptly reminded that…
I think you'll have to manually scale that stuff. You could maybe use the Arrange Mapping tool (automatic layout, whatever, i forget the actual name of it) but it's in the Unwrap UVW window. It should set stuff to a constant scale, although it'll also move stuff around and un-stack any stacked UV's you may have, which…
motives, you mean vertexColor in viewport? Pretty easy to write a MEL script to do that, on a User hotkey. I made a shelf button to do that. Oh, and regarding wishlists for Maya, fixing the bloody layer manager would be nice. It's the most hilariously bad implementation of a system I've ever seen. You can't just slow…
Hi! I need to start some proc when pivot position (object or component) is changed. I wrote a script for object pivot and it works as needed, but how to modify it for component pivot? scriptJob -runOnce true -attributeChange ($s+".rotatePivot") doSomething;