I'm working on 3dsmax modifier plugin + shader combination to solve viewport issues between different 3dsmax version and tangent basis. As we all know Autodesk usually breaks everything when new version is out. Modifier by passes completly 3dsmax own TBN calculation and replaces it with either importer or mikktspace…
One thing that would be useful is to be able to store the presets for each object in the scene. Not sure if you can do this in Maya, but in 3dsmax you sure can. This way, in a work environment, other users can open 3dsmax files and re-render the maps with the same settings if needed.
Glad you guys like it. Yet another video! Here I'm showing how the tool imports meshes from UDK to 3dsMax with a click. I'll speed up the import process later on. Also selecting an object in 3dsMax will select the equivalent in Unreal!…
That's awesome mLichy! It would be very useful in combination with another script I'm working on. UDK Sync is kind of an experiment. I'm trying to bring 3dsMax and UDK closer together. I think I already posted this video some time ago: [ame="http://www.youtube.com/watch?v=nnfdj5VVVjs"]UDK Sync 0.2 - YouTube[/ame] To sum it…