Without knowing more about what you're doing, and from the workflow you're suggesting here, you might want to look into the djRivet tool. Similar to what you're doing now, but its 1) An existing script, so it might speed things up 2) Uses UV space to constrain vertices/cvs to another object.
Couldn't agree more (with this and the rest of your post). As someone who prefers Max for modeling work due to the stack, I only really began to understand the appeal of Maya when I started learning Maxscript. What a headache to get into, as opposed to Python which is a generic and widely-used scripting language with…
I have noticed that Maya have a tendency to sometimes not include the selected joints on bind and they have to be added again. If the joint is not properly included, the copy weights will land on the next one. So double check that all joints are included first. I even wrote my own script for binding meshes to get past that…
That script looks pretty handy, I knew I'd seen something like it before a long while ago but could find it again. I'll probably give that a go too with your suggested single tile per field workflow, then try crunch it all for export to whatever sized atlas is finally needed! Many thanks Dave
You can see it here: https://www.youtube.com/watch?v=rxM6QVwrzBg&feature=player_detailpage#t=1196 but once you start adding drastic meshs the technique goes out the window. It's an age old problem and that Unity script solves it but I wonder were the con is, if it is indeed a type of decal then the draw calls would…
https://docs.google.com/document/d/1H4Mv-9Zryg-Vn-5cA2g7eqIwLbiJD5ELHcjgGcPN1so/edit?usp=sharing That's a simple doc that lists some important/useful scripts for modo, along with some misc tips when using modo for game art. This is another good youtube channel with some interesting modeling techniques:…
Hi! 1. Yes, you can increment on save but only through additonal script. 2. OBJ supports smoothing groups it just need to be switched on in export options. I believe you using Max? There is a [Texture coordinates] [Normals] and [Smoothing groups] checkboxes, and you need to turn Faces option to triangels to prevent 3DO…
Yeah man, it only works for materials that are masked and set to receive lighting. You won't have this issue now since you are passing through emissive, but you will still have a darker and a lighter side, just a lot more subtle and will receive lighting the same time terrain around you does. The script is for max yes.
i didn't really get your problem. but i found mirroring objects quite complicted compared to 3dsmax. so i wrote a script to make it a little easier: http://dl.dropbox.com/u/132816/mirrorObjects.mel source it and run mirrorObjects command and you have a bunch of options plus it solves some problems with flipped normals.
I think that's it. The city itself looks OK but the weirdness comes from the ambience, there being only like 2 unique NPCs, reskinned and all wearing the same 1940s style attire; also the fact that there's no cars except taxis, making very scripted turns. I guess they needed to showcase that part of the game since it's…