That's one use case, texel density checking is another. I should also be able to use image analysis / computer vision stuff to compare lod UVs and suggest optimisations in the form of shell overlapping and so on too The main thing is that it's not in Maya so it's fast and not crippled by python 2.7
Hey guys! So long time no see, because I had a lot to do recently. BUT! Here is the next big deal I'm working on for 3dsmax. It is called UVReactor which is a modifierless UV Editor for 3dsmax. Currently the feature list is not that huge, but the main point is to have a very well optimized system under the hood...…
I have recorded a video of the latest tools I have made in one package called Dark Blender. I have automated almost the entire pipeline of game asset creation. My tool allow to generate a mesh from a drawing (in the video i do that manually, this tool doesnt existed)…