hooray!!!! looks amazing trebor :D looks way cooler than mine haha the big questions I have are if you can bake AO and VertexColor in the same 'bake' or something like that. Like when i tried to do it, I had it create another XML if you had vertexcolor on so you don't have to set all those goofy settings yourself. Not that…
Update: I made an image preview window, then decided to make it more like the Windows one. You can Zoom/Pan/Rotate the image. Rotating doesn't save the like that though. I also added a Save All Files option, and it saves/loads the folder on UI load/close. http://vimeo.com/27605212
renderhjs> Nice, looks sweet. I don't really get how the first example with the rounded corner on the lattice is useful? Seems like some undesired stretching. Whats the idea there? Having bendy options like that is probably useful for rounded/spherical shapes you want to sample of, but that surface seems quite flat to me.
An interesting concept! I have only made cartoon eyes, but feel like some variant on Ben Mathis' method here would still look okay. Possibly with a darker painted shadow, so long as the geo itself doesn't cast shadows or anything crazy like that. SyncViews, looks cool to me, can't wait to see.
Nice. Since it seems like you guys have already covered boolean cleanup for Blender, Modo, and Maya, I went ahead and scripted it for Max. :) @Klaudio2U Your gif is 8mb, that's crazy. I don't know how you're recording, but maybe consider something like LICEcap to record instead, or some sort of gif optimizer.
Wow, that's awesome! Vector Displacements can be used like Normal Maps too though can't they? I think Valve used them for the water in Portal 2. Using your method above, you'd have to have a super high poly mesh, like a persons head for example, in order to get those details nice and smooth though right?