Ok. You proabably aware about this problem in Max its very popular request, but for some reason almoust no one still haven't solved this issue and those who solved want you to pay them money for that solution. I think its not fair that you should pay something for stuff that should be there by default. Which is why I…
You could create a lowpoly proxy mesh with the correct shape, UV map it, use this script to flatten the mesh to its UVs, draw your spline mesh on top, skin wrap that to the flattened proxy, then morph the proxy mesh back to original shape. Might work.
I just wanted to say thanks again i have got a lot faster using marking menus just wondering how I make the custom uv editor marking menu. How do I modify the native MEL script is it very complicated ?
The smoothing of your low poly will look bad without a normal map applied. Just make sure you have smoothing group splits at UV seams. There's a script in Textools to do that automatically. http://www.renderhjs.net/textools/ http://www.polycount.com/forum/showthread.php?t=107196
Hey dude, it's been a while but I found this, maybe this can help you fixing the problem? :) [ame=" https://www.youtube.com/watch?v=4kLT61R8eTA&list=UU48M6o6CniSI1W4XIsjIPmw&index=60"]Creating a custom vehicle and script in Cryengine 3 SDK Part 1 - YouTube[/ame]
If the textures have standard naming conventions (like Gun_Normal and handgun_Albedo) you could easily create a script that will execute certain actions based on the texture you are currently processing,but yeah Substance Designer's approach is really the best way to batch tweak a large amount of textures.
With art it's hard surface modeling sense it brings out the perfectionist in me, which results in otherwise simple stuff taking forever to make. With scripting anything math heavy is difficult (regret not paying more attention back in school), though otherwise I really enjoy it :)
@chrilley Unity 2d is fine, missing some features but perfectly fine for 2d pixelart games (I've made a few!) the one thing it does lack is out of the box no-scripting. You need to program your own ... well basically everything. Which can be daunting.
I don't know if that can work with your existing objects, since I haven't tried it myself, but maybe for future projects this tool could come in handy ? http://www.scriptspot.com/3ds-max/scripts/stone-placement-tools Sry, if you already know about it :)