http://www.scriptspot.com/3ds-max/scripts/ghosttown-lite use this... and replace their textures with yours... the video sux, (just get past that) but it builds whole cities in like 5 sec. Not too familuar with it, or if you have to buy it etc. I just remembered seeing it some where, and thought it might solve your problem.…
Can you post a screenshot of your 3d viewport and UV Editor showing the model with texture applied, and what the UV layout looks like? Maybe you don't have good seams in the model? As far as the texture not showing up in the editor, I'd watch the script editor when the scene first loads, an error with the file should be…
I didn't know she was a machine until you told me man. There is nothing wrong with your previous concept, her costume just needs a contrasting colour scheme so all the little details would pop out. As far as UDK programing goes, simple things are done though Kismet and for more complex just google for scripts...
sooo ive started texturing :) been using lcshader tools script for maya to get great look real time rendering in view port. so i took these screen shots at college today and since then ive don't a lot of work but my shaders are broken and don't know why so i will update again tomorrow from college.
Actually I can't model properly without action centers anymore and that's why Max with all its good stuff is still PITA for me. I think this script may ease the pain but there is no way to try it. Still it will be better than the default setup - [ame=" https://www.youtube.com/watch?v=E1SxYM1Ei3o"]miauu's Align Working…
Small update: I tried using Reduce, but because some of the flat surfaces are connected to non-flat surfaces, I get some bad results: Is there a plug-in or script or function that JUST reduces/combines the flat or square vertices? So I don't get this kind of bad result, where 10 non-flat edges lead to the same vertex?
Only just saw this now. Have a look at Farfarer's Vertex Normal Toolkit. You can find some other useful scripts for modo linked in the google doc in my signature. Generally I use PipelineIO though to set hard edges by UV seam on export, so I don't really worry about the shading in modo.
I think it only ever displays the brushes that have selected/used during the session. To get them all to appear you would have to run through selecting all the brushes. A macro/script could probably work for that, though it may be more efficient to just drag the brushes you do use onto the UI or a custom palette.
I have a Shrink Wrap script in my TurboTools toolbar that is fast, and brings LP geo up against Hp Geo. You can also offset from that as well. It also shrink wraps splines to a mesh and it works on multiple Objects that u want to shrink to. http://www.matthewlichy.com/turboTools.html If you want to do it yourself, look…
"Last of us" has an amazing jaw-dropping story. Best game i have ever played in that regards. "Borderlands 2" has amazing character development and is really really funny scripting, enjoying it right now and my first game where I laugh out loud every couple of minutes. Not sure if they have PC versions though...