Finally created an official thread for Quick Pipe ! It's been one hell of an adventure and i want to say thank you for everybody on this thread and sorry for spamming for so long ^^' http://i.giphy.com/l3V0qii9ogYOimUVy.gif http://polycount.com/discussion/168802/maya-quick-pipe-curve-edge-based-path-creation-tool
Thank You! :) In certain cases it's much faster than any other solutions especially on modern machines. A lot of parts are computed in parallel, like creating the data structure, or the UV Packer. There are a lot of pre-cached data as well, making it much faster than the native solutions. The viewport is OpenGL based and…
Hi - I'm not a tech artist, but I have a question about creating tools that hopefully one or more of you will be able to answer. The indie project that I'm helping with is using the HeroEngine and the included FaceGen mesh morphing software, and our team needs to streamline the mesh morphing set up and importing pipeline,…
Some Voxel editor that can export to Maya that I found today on the internet: http://www.minddesk.com/?page_id=60 Certainly nice stuff, check out the site for nice introduction videos and example animations created using the tool. There is also a maya conversion script to convert a poly/mesh with textures to a Voxel object
SDK, using a call to the GraphicsWindow::triStrip function (though just a quad). Though it gets tricky in that if the viewport is in perspective you have to force the camera into orthographic projection or otherwise you get really noisy and strange behaviour at extreme zooms. The texture handling I use is much the same as…
Well only for Normal, AO, bent normals and vertex colors, for now! :) But they are easy to implement, since it's already there in the XML, it's just doing the gui for it. bare in mind they are global settings so every file will be baked with those settings, it's just the map sizes that are individual. I'm thinking on a way…
2nd iteration of a GUI sketch for a internal drag and drop do cool stuff tool. Me and some other game coders here at work want to write a few commands that we need every day at work such as sort, create or modify sprites, sprite sheets, PSD files, xml and or other level or tool files.
that's sort of what I have now. Except the thumbs start showing up at the top of the browser and if you scroll all the way down to the last image, you have to wait till it creates thumbs for everything else. Guess it's not really that important for the browser, it's just a thing that bugs me because I want to know how it's…
For now it will be this blocky style due to time constrain, but I would like to be able to put in more functionality for more soft and bulgy shapes with more noise. The way I create my cracks is fairly inviting for other styles of shapes too. This is a few days old, but this is the general breakdown before I tessellate…
I make myself some tools to get really faster when doing rigs. It is work still in progress, when this leg is done everything else(arm, head & spine) will be create really fast and the tool wil be complete. [ame="http://www.youtube.com/watch?v=sCaDtKNKReY"]http://www.youtube.com/watch?v=sCaDtKNKReY[/ame]