ghostpainter bitches. selected UVs straight into photoshop with 1 key press of F2. its expensive though, especially since the only function i actually use is the send UVs into photoshop part, and select marked polygons in photoshop. plus its vector UVs.
realy better! Just an idea, but, perhaps it will be a good idea (or not :poly136:) if you add this kind of tool like uv selection to photoshop selection I realy like to use it keep up!
Thanks for the link, got the script running but there's no option to capture or change the colour of the viewport background. Pressing render mask renders an alpha channel which is no good. Suppose I could just add a self illuminated colour to the object and use that as a selection in photoshop, it's dirty but what the…
another nice thing I found today: http://www.scriptspot.com/3ds-max/tutorials/automating-photoshop-with-a-dotnet-class-library-and-com-interop would be nice to automatically add or swap UV-templates, add AO layers or simply setup a base texture in Photoshop. Though the article is to complicated written :/ @zOffTy: I will…
Sweet time saver! I always have made my blocking maps manually by rendering an all white version then coloring in Photoshop, but usually there would be a few shells that just barely touch each other, then I'd have to take the time to manually select the one I wanted to paint bucket. Thanks renderhjs :)
here is actually a progress strip: it seems that whenever you unique faces or created an object for the first time the converted UVW 2 Object looks ok but sometimes I ended up with version like in the screenshots where only the vertex points make sense. will release a update soon, got the open texture in Photoshop working…
@fade1: I am sorry but I highly assume that the dotNet functionality is only available through 3dsmax9. A possible workaround would be to render just like the script does into a temporary folder and then launch photoshop with the image (or if its already launched open the image in it) using this technique:…
That is awesome! Thanks once again! Are the colors consistent or randomized? I used to do this by hand also with a specific multi sub-object material, that had specific colors in each slot and a photoshop action script that would break each specific color off and set up layers and clipping masks for it. If they're…
a prototype of a transform type in (with spinners) floater: the idea is that you can transform type in the current selection of your UV element the way every other tool handles it (flash, illustrator, photoshop,...). So in other words that you can also work with a coordination system like from top left to down right (like…
I knew that you would mention that,- but try to give me a reason. The reason I started with all the Blockout maps was to be able to select mesh sorted stuff with the magic wand. By default you can already select each UV shell when you check contiguous in Photoshop. At the end my conclusion was that such a feature would be…