I've Updated my turboTools download, and this is a new tool I've made that's been added. It collects the bitmaps in the scene, and lets u see which Objects/Materials use those bitmaps.
I started collecting ideas for version 1.2 of my ZBrush plugin. The main focus of the update will be on “making Subtool management more intuitive”. Here is an early sketch how a hide/merge feature could look like:
MODO | Topology Scripts: Select Pattern This video is a quick introduction to the Select Pattern script from the Pushing Points Topology Scripts Collection for MODO, which enables you to define a pattern for your polygon selection. https://www.pixelfondue.com/blog/2018/5/29/modo-topology-scripts-edge-arc MODO |…
@Kwramm - Can you provide a transaction example/webpage if possible? I can keep looking, but I haven't found anything describing what you explained. You meant, collect all my changes, and then at the end , add them all as 1 lump sum into the database?
Went back to working on this. Last 10 pages of WAYWO. Got postcounts, user info etc all being collected properly. Need to figure out unlimited scrolling as putting every image on one page crashes Chrome XD http://dl.dropbox.com/u/391285/PolycountImageTest/test.html
there is more or less two popular ways to go about "deferred" rendering * classic deferred shading: e.g. collect all attributes for full shading in g-buffers (albedo, normal...): means fat framebuffers and rather limited ways to go about material diversity, as you must have all attributes in said g-buffers. * light…
VDM is the shit in Mudbox, but I always found the limitation that to create the VDM you have to sculpt it out of a perfect tessellated quad to start makes the tool not really useful. If it was like a normal map or height map where you could bake an arbitrary mesh or collection of meshes onto a quad with different topology…
a little progress on the mesh packing will try some bigger sprite collections, see what it does compression wise. edit: It seems to work even better with organic shapes :) Although not perfect as some shapes are overlapping here but I might do a similar approach to UV pelt mapping where it simulates rough first and then…