Fieldscarecrow: yeah this style can be quite charming - have a look at this project http://www.chasing-aurora.com Ged: main problem was to the script updated in edit mode and survive script resets - ah and the custom inspector.
Opps probably should have quoted this Neil doesn't have an object painter script for Maya, there are object painter scripts out there, but the only one Neil has done is for 3dsmax. Everything else was fine =)
Try running as administrator and changing the setting, then restart in normal mode. For 2012, I used Nitrous and this script to get full res textures: http://www.scriptspot.com/3ds-max/scripts/nitrous-texture-tweaker
yeah, I have everything in the correct place, I think it's a script from work interfering with it because everytime I press -> to zbrush it takes a second then pops up a different script and says error :(
Hey guys, These are a couple of packages I released on the Asset Store a couple of months back. This elevator was used in Elevator Horror VR for the Oculus Rift. The scripted package also contains the model, and has been updated for Unity 5 Easy Elevator Model Easy Elevator (Scripted) here is a demo scene
Arron Dabelow has been busy cooking up a killer debris making script for 3dsmax Just watch the video and grab the script, it's free. We are talking about it HERE Check out Arron's site: www.aarondabelow.com Other related MAXScripts you might be interested in: Fracture Voronoi Stone Placement RockGen
Lots of scripts out there, should save a lot of time. http://www.scriptspot.com/3ds-max/scripts/spline-fibers Scriptspot is a great resource for 3ds Max. I searched "wire" to find that one. https://www.youtube.com/watch?v=vUAxdxkJVws
That automated atlas script looks very messy, moving UVs "by hand" isn't hard to do at all, especially compared to moving vertices in 3d space. If you need to rely on automated scripts your just putting yourself at a disadvantage.
This probably doesn't help, as it's for Max, but there's a script called 'Hide Longest Edges' which removes the long edges in the poly and reverts everything to four sided quads (most of the time). http://www.scriptspot.com/3ds-max/scripts/hide-longest-edges
Not to dig up a dead horse, but I came across this thread in a search for this topic. Here are a few Maxscripts to use for tri-to-quad conversion: http://www.scriptspot.com/3ds-max/scripts/quadrangulate http://www.scriptspot.com/3ds-max/scripts/quadrifyall