A starting point is that if it is on a uv island make it a seperate smoothing group. Model your object with this in mind. Keep seams hidden or tiny and use as few islands as possible. Textools by Renderhjs has a built in script to his tools that seperates all your smoothing groups by the uv islands you create. Bake after…
there is a script for maya floating around the interwebs that can shrinkwrap a mesh onto another. its called xy_shrinkwrap or something like that. works just like you described. you can make a cylinder and shrinkwrap it onto a characters arm or something. found a link…
This sounds like an odd way to go about fixing a problem. These 'fluctuating vertices', are they an issue with importing the models into Blender in the first place? Also, do you mean that you basically want a polygonal model of the UV layout? mopKnit script for Maya does this, but that's Maya, not Blender. But I'm sure…
Ya the 2 packages can do a lot of the same things but do it in very different ways. The java experience will help with python, I would recommend python over Mel for Mayas scripting, since Mel is less powerful and mostly just legacy now. Though Mel is needed if you have to modify existing scripts.
Ok, go to your 3Ds Max root folder then /script/startup folder. There should be a "XoliulShader_Startup.ms" file in there. If there isn't, it won't load. You should also have a XoliulShaderUi folder in /scripts. If you don't have these, do a manual install by extracting these files form the mzp (which is actually just a…
I used the 0.6 version in production and got a lot of issues. The script didn't allow to save the scene while i was working with it. If you save and open the scene, all the city generated will be not editable anymore by the script. You will have to rebuild a new one. I' am talking about 0.6. Hope this changed into the 0.8…
You could try to transfer the UV map with a script from the high to the lowpoly mesh http://vimeo.com/2413746 Maybe max has a inbuilt function for this. Otherwise you would need an external script. In softimage there is a tool called "gator" it allows you to copy UVs, weightmaps and other atributes from one geometry to…
I poopipe said will take you to the Wire Parameter and allow you to modify the expression. You may find this useful. I have a script that removes all the wire parameters from the selected objects. After you run the script look in the MaxScript listener for a "report" on what was disconnected.…
It works...but not as i expected it to work. Basicly while using Nitrus (cba to spell it proper every time) the script did nothing. But when i went back to OpenGL the problem looked worse at first, until i opened the script and just hit apply. Then it fixed everything. Would be intresting to know how and why this happend…
You might want to try out the script called Pixeled http://www.scriptspot.com/3ds-max/scripts/pixeled I doubt it will help much because I think its strictly 2D and not 3D voxel based, but there might be something that converts 3D to voxels which could give you some better results too?