I came across this while looking for a position/rotation noise modifier or script. To put it simply... its pretty much a 'WIN' button... http://www.scriptspot.com/3ds-max/scripts/stone-placement-tools Sorry if this has being posted before, I did a quick search but felt even if it hadn't this deserves a full page post! Just…
Hi! Is there anything like V-Tools for Maya? I figure it could basically just be a script that assigns different color constant materials to separate UV-shells. Would be perfect, if it could also bake these out as a color map. It can't really be hard to make Maya perform this operation, but I have 0 programming skills and…
Not too long ago I posted about a tree generation software I developed. I am close to launching version 1.1 of that project and I would love to have some hands-on testers to give consistent feedback or ideas for what could be done better. Please feel free to reach out here or at omag.official@gmail.com if interested. I…
I started learning more about shaders in UE4 after trying to recreate a toon shader similar to BOTW, The Legend of Zelda: The Wind Waker, and Genshin Impact. Recently I came acrossthese articles, one from Riot talking about the shaders they use for Valorant and one from Valve on how they did the TF2 shading:…
Could you post any UV Mapping texture tools you know off, or tell us what method you use. Maya 2015 UV Editing Overview [ame]www.youtube.com/watch?v=1ZJx3xr0xOM[/ame] Headus UVLayout https://www.uvlayout.com/
Hey folks, So after a good reception for my Batch OBJ Tools for 3ds Max, I sat down today and wrote one for Maya too. I'm happy to present mopMultiObjTool script for Maya! You can download mopMultiObjTool.mel here, or by right-clicking on the screenshot and choosing "Save Link As": This one has a slightly different feature…
3ds Max: Is there a tool or a script that allows you to continue selecting an edge loop through a pole? In Modo you can tap the arrow keys to continue the selection.
Development of a tool to send static mesh and ISMs from Maya to Unreal. Once it's complete I'll move the finished code up top for easy answer in future. Maya side python code so far (by the way, code tags don't seem to format properly for me): Mostly good but results with a blank row every other row: Trying to figure out…
What is the workflow and tools for managing PBR based trim sheet atlas? Is photoshop and manual labor the current way to do it? It is pretty straight forward if you don't have lots of stuff but keeping complex high resolution atlas with all channels is very labor intensive.
Any idea how to get around this? I've gone into preferences and tried nearest neighbour with no luck, also tried smart objects. I've also noticed this issue occur if I change a smart objects canvas size. Slightly annoying when I have to recreate graphics instead of being able to use the transformation tool for a 90 degree…