This is cool. Their script does exactly what I want. The only problem is that you have to have their IC.Shape menu open in order to use those functions. Means that you can't just set a keyboard shortcut to it and forget about it.
Cheers, but it's not my script. Got it from someone here on PC a while back. Can't remember who though. SP paint is great, but it's better suited to random scatter in organic environments. Well worth checking out though.
The one thing Max uv editor has that I'm jealous of is that straighten UV island function. But I quite like the modo UV editor; especially with scripts like Farfarer's texel density toolkit and ETERA uv tools
Spline tubed are fine, just need to optimize them to remove any edges that don't add to silhouette, or aren't needed for smoothing. There's a script for generating weld seams in 3ds Max. Don't have the link in front of me tho.
As far as I know Blender still has issues importing skeletal meshes via fbx and cannot export tangents or binormals. There is also the rotation issue when importing to Unity. This may be fixed with the new fbx scripts in 2.71.
Because Luxology and Foundry are pretty much one company now. Also it's a script made by Jacobo Barreiro (http://www.jacobobarreiro.com/jweb/). Unfortunately I don't use Mari so I won't be using this sorcery :<... at least for now.
yes it works with aligned holes too, by the way for the welded joint I use this script http://jokermartini.com/welder/ its free, I use it all the time, make juste sure that your model is in a real size in max
http://unity3d.com/support/documentation/Components/script-EdgeDetectEffectNormals.html this should do the job, you will have to fiddle around with the settings to prevent it from showing the diffrent pices before they are supposed to be seen. also i gues this is pro only.
Short update: i'm writing a Maya plugin that calculates mesh convexity/concavity into vertex color. Right now it's a simple fire-forget python script but i'm putting it in a deformer so You can adjust the parameters live.
true but thats still slower than pre merging them in your 3d app i did extensive benchmarking and performance wise: pre merged in max/may > combine children script > static batching > dynamic batching