I know a few years back there was a multitude of Quick save scripts for textures but it seems that they don't want to work for CC ... or at least after mucking about with QSM, Quick Save Maps and Vtools none of them will work... Is there a new one that does work or a workflow that I'm missing to make saving out Textures…
Hello everyone! I am trying to create a script that read all vertex color of a mesh, split the colors in RGBA and then create for each color a "Vertex Paint" modifier which i could modify the specific color. upload the code and a little example: Thanks again for all guys! Cheers!
Hello! My name is Jason Holm and I am a Maya rigger and animator available for freelance. I am also skilled at creating custom Mel scripts. Please view my website at www.jasonart.net and let me know if you have any questions! My rates are very reasonable. Thanks, -Jason
When I was doing lighting, my day went something like this: Sync to perforce, review the log and look at any changes that were made to the layout or environment since I last looked at it - both in Maya and on console. Since the tech used shadow casting geometry that was used for dynamic lights, if the level was modified…
ok although you dont need this I will post it anyway because I prepared it anyway so: here is a code snippet that will read out your texture vertex points if you have a UVWunweap modifiert attached:obj = selection[ 1 ];if (classof (modPanel.getCurrentObject()) == Unwrap_UVW) then ( local uv = selection[1].modifiers[…
I'm a Max user but hopefully some of this applies to Maya as well. I'll mostly speak to the pipeline issues with regards to buildings since that is the most common form of modular construction. [ QUOTE ] -what portions are the most time consuming (iteration?, assembly?) [/ QUOTE ]Explaining to others (and myself) what…
Convert the normalmap to a curvature map using any tool you have access to (either using a Photoshop script, of something like good old Xnormal and Crazybump, or anything else really) and apply that as a displacement map to a subdvided copy of the low. It's a very dirty hack but it can work surpisingly well.
Not sure how you are going to get around that if it's based on a 32 bit hardware / os limitation. What's the issue with splitting up the mesh? If the border vertex weights match exactly, should be fine, no? You might be able to work on a single mesh and have a script split it up during export.
I remember seeing a thread about this Must be deferred decals using a edge wear trim sheet, applied to angled decals with 2 faces you put on the edges I imagine this type of workflow must be 10x faster with some sort of script than manual application
Mmm, actually I was thinking about getting a decent retopo script/app. This is looking really nice and useful! Amazing results within seconds. The good thing about this is that you don't need to add another app to your pipeline, you can do it within max.