Awesome stuff going on in here, especially you mLichy. Dont have Max on me but is the source code available for the shirnk wrapper and stuff? My end I have been playing with webgl and got phong shading model in. Using three.js engine to remove the extra crap needed to initialize webgl etc just so I can get down to…
Some Voxel editor that can export to Maya that I found today on the internet: http://www.minddesk.com/?page_id=60 Certainly nice stuff, check out the site for nice introduction videos and example animations created using the tool. There is also a maya conversion script to convert a poly/mesh with textures to a Voxel object
working on a semi isometric tile based engine in unity as a personal project, a map editor for it written in Python/Qt and max scripts to batch export the tiles. Not sure where to go with it, but I got the idea when I stumbled over xu4. Also it gives me a concrete project to work on while learning Unity.
I'm surprised at how easy it is to write a custom exporter in Max Script. I guess that's partly just scripting languages for you. I don't like scripting languages because they can give you bad habits, but one can't help but like the ease of use. Apart from the obvious perks of a custom exporter, the flexibility, and being…
been working again on TexRipper, it will be part now of ShoeBox which makes it easier to support clipboard and multiple file format support. I hope to release this one soon. Another tool that has been added recently is a PSD splitter Yes it can export HTML files with a pixel perfect photoshop layer reconstruction. No…
Wrote a front-end for the Substance Batch tools (docs). This allows me to iterate on a single graph for my rocks simultaneously with the modeling process. All new or modified models can be run through this program and updated (tri-planar) material maps are pooped out. It works the same for exporting Substances, one graph…
While I was working on a project and relearned some maxscript, I made a couple of scripts for 3ds max to help with some tedious tasks, such as exporting lot of models in one go, adjusting turbosmooth on many objects ect., and have uploaded them to my website, in case someone else might have any use of them.…
CRYENGINE has no way to make text in game in the editor so I made a hacky little system using the python api they have in Sandbox. Works reasonably well. It's made using single designer objects mapped to a font face texture. So at the end you can merge the designer objects and export them as a cgf which will cut down on…
Version 1.1 of my ZBrush plugin FJTools went live today. The plugin was built with the idea in mind to improve my export/baking pipeline. To achieve this the plugin allows you to organise your Subtools into groups, which then can be batch processed. In this update I added a few handy features. One of which is copy/pasting…
There are so many Photoshop texture exporters out there, I figured one more couldn't hurt. This tool is the evolution of the texture process I built for Turbine. Its not 100% complete, Photoshop CC support is high on my priority list (we are still on CS6 at work), but I figured it was stable enough to share. For more…