About 8 years ago I created TexTools for 3dsMax. A lot of stuff hapennend in that time and just last year I started seriously learning Blender. Eventually I decided to create another TexTools for blender as UV & Texturing is a passion mine and seriously sucks in most 3D packages. Download & Documentation…
"Discourage add-on developers to port their work now since the Python API will still change." Reads from the "Beyond the Code Quest blog post at code.blender.org So, you'll have to wait till September 19 when the final python API of Blender 2.80 is finished and add-on developers can finally port their add-ons to Blender…
Thanks @renderhjs for the great addon! Now everyone can baking like a pros! :D From time to time I checked new update from Your BitBucket account to try new features, and I have some issue when I try to bake a tangent normal map. Normal looks wird: Maybe It is some bug or maybe I just make some mistake. I don't know. If…
@renderhjs Maya has a tool that aligns uv vertices on both sides of a seam, any chance you could replicate this? It'd make texturing pants etc. much easier in Substance Painter, where you'll often map a tiling texture rather than handpaint patterns. edit: 'Select Bounds' has the same Tooltip text as 'Select Overlapping'.…
This is such a great add-on. Once I get some funds in my Paypal, I'll to donate a bit. Thank you very much! The color ID tool looks really useful too. One question/ request. Would it be possible to apply the Color Grid texture, rather than the UV Grid Texture under the "Texels" panel? Maybe an option to choose between the…
@renderhjs The color id stuff looks great! Wondering though how someone uses this feature if they need more than 5 different id's? Also I'm not sure if you saw my previous post but I've had some issues getting a good AO bake using TexTools. Would be great if the user could enable/disable 'normalized'(or have this be…
@renderhjs I was testing out the 'Bake Bevel' feature of TexTools and no matter how I set it up there were NM errors. If Blender natively uses MikkT then it should be a simple case of set the object to smooth and bake averaged. But for whatever reason if I do this then the map bakes blank. If I use hard edge/uv split…
Hey @renderhjs Any chance you could have the ID map functionality create vertex colours instead of materials? I often have to bake Zbrush exports together with Blender exports, and while I prefer baking from materials in Painter, Zbrush's polygroup colours make that harder (they're often extremely close to eachother in…
hi I ve read in Youtube's channel about texel density... could be possilble in TexTOols the same formula (extracted from a comment in youtube ,etc) calculation of TD : TD for 2048 is 20.48 ( 2048 px / 100 cm ) TD for 1024 is 10.24 (1024 px / 100 cm). TD for 512 is 5.12 ( 512 px / 100 cm) Text ools use meter right ? Meters…