It's pretty hard to test your app because of the severe limitations on texture size. If you must put a limitation on the program just add a water mark when users try to save a texture out but allow users to open any file size they want. While I'm curious about the program, I don't feel like spending time making 256…
awesome work Chai :) I made one on my own a while back specifically for the way we handle checkouts, our outrageous naming scheme, and other stuff at work. It'd be weird to release mine since it's so specific, but I figured I'd list a few ideas from mine that may be cool if you're interested* I set it to toggle off any of…
there is a way to execute strings as maxscript using 'execute' followed by a string like this:c= "print(\"hello, this is renderhjs\")";execute c with that in mind you can dynamically add and remove for example rollouts and or other things within maxscript. I for example redid some of the TexTools bar with that simply…
I prefer Blender with a few uv addons . Imo it's still the most simple and streamlined UV unwrapping tool although Autodesk copied all its advanced approaches finally.
@throttlekitty I've found that under the hood OptimizeSceneSize has some very interesting code in it for checking and removing superfluous nodes. This gets some "hand waving" in the documentation, but the associated MEL script called by OptimizeSceneSize tells a different story. Check out "C:\Program…
Great thread idea, I'd love to see what you come up with for a more streamlined game-art to modo layout :) I myself personally am using dual 27" monitors, but really always confine myself to a single monitor for working (since I usually use a tablet to work in modo). Personally I'm more of a fan of modo's pie menus than…
I'd get rid of the pop-up script when the viewer clicks an image and instead just go to a page with a larger version of the image. This will enable you to use much larger images; you've worked hard, so why not show off? I'd streamline the main page to 4 images, each the size of your current banner - one for personal…
Count Vertsalot: The real seed of inspiration was Wacom's menu system. The limitations of it convinced me to explore doing my own thing. While research turned up other options (that TabletPCReview one included) they seemed a little overwhelming with options. I'm not implying that's a bad thing, I decided to go in the other…
Top is an example of a modo bake with a cage. It looked worse without the cage. Bottom is an xnormal bake without a cage. Looks like I'll have to use Xnormal for baking, but splitting up my high res mesh into smaller pieces, then subdividing in another program like blender (because of the modo indie poly export limit)…
is it really appealing to have a job where you just sculpt (or texture, or....)? i tend to get worn out when working on an asset for weeks and will rejoice at any chance to work on a different aspect of it to get a fresh angle. sound horrible to just do e.g. head sculpts from scan sources - for the duration of a project.…