I could do a similar thing, using Visualizing. Or, I think I can also set the bitmaps to delayCreation, which I believe doesn't load them until you can see it. However, that mode won't work for what I want, since I need to be able to update the bitmap in realtime based on if the user saves the original or not and show the…
i started to look into maxscript a bit over the last few weeks - wasnt as bad as expected .. So at work the idea came up to get some better default values for various tools in max - as it's saved values have nothing to do with the current selection. Who has not experience exploding insets - way too large chamfers and what…
@ Miguelito I don't use any kind of licenses or anything for my toolbar. I've never seen that before either. I've tested installing/un-installing the toolbar on my laptop, outside of my normal machine, and all was fine. This was on Windows 7 32bit. I can double check again, but the only folder that is set to remove…
I've been doing more work on my retro synthwave inspired scenes. Instead of the typical car I've opted for a speedboat. I'm not very happy with the boat itself, I grabbed a high poly model from TurboSquid and tried to decimate the mesh with MeshLab. But it turns out to have too many triangles and the upper part of the boat…
been working on fixing some of the UI issues I have had with 3ds max for years now. One being the material windows and the length of the names displayed and having to hover over things to get the full name of long materials and the other was the render to texture windows and having to constantly scroll horizontal. I redid…
Thanks! :) Actually it is also planned. Not just the current features, but a proper maxscript and c++ API. Similar to the polyop system, but it will be uvrop. :) The current system let's you dump a lot of data from the UVR and also let you to modify them. The plan is to create a fully scriptable system which is efficient…
C86G: Because the tangent spaces are different. If it's fine with a shader, be glad. Scanline is NOT what most games look like and shouldn't be used at all for game art imo... Haidda: Sure man, it's based on this guy's work: Dave Bollinger Pixel Spaceships (page died, hence wayback). Basically you just create a sort of…
part of ShoeBox, I am researching right now some alpha masking tool that tries to extract a straight alpha source (RGBA) out of a matted or flat (RGB) image. It works by etheir providing a 2nd image without the object you want to extract or estimating the background e.g a solid or even background color. Right now I am…
Eric Chadwick, The objects can consist of unlimited materials and overlapping uvs. The only rule is they require unique normalized secondary uvs, which you would probably already have for lightmapping. Right now Im just generating them them with the flatten map thingy in max, which is not very good but works. Unity3 also…
yeah it's space colonization, seems to give a more "natural" looking tree. the biggest change I made to the algorithm I used was to add a normal to the points so you can add a growth direction bias (it's also very useful in other main application for emitters as scattering tools). Also a good decreasing sides cylinder…