nice find, it would be nice to see/ hear how the performance is because most peeling and unwrapping scripts in max are pretty slow with dense meshes. I highly assume that with the next max releases the UV editor will be redesigned with better performance and multiple unwrap algorithm types to choose from.
Very much agree with Two Listen. The fundamental concepts of art apply whether you're painting each stroke by hand or by algorithm... you've gotta have some way to evaluate what comes out of substance or dDo. Great that you're wiling to learn and grow. It's essential if you're serious about art.
Actually that's not the best way to triangulate a cap. The best way is to do what re-triangulation algorithms do (3ds Max does it perfectly at least) and make the triangles take up the maximum area possible. Basically like this: Here's a great article on it: http://www.humus.name/index.php?page=News&ID=228
which is kinda hard to emulate, since tri stripping totally depends on what tool you use for. there is no "generic tri strip algorithm" there is quite some libs out there which do different and you can have quite some tweakables so its somewhat unreal that you will see it in a script
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https://vimeo.com/457274458 Subdivision surfaces are piecewise parametric surfaces defined over meshes of arbitrary topology. It's an algorithm that maps from a surface to another more refined surface, where the surface is described as a set of points and a set of polygons with vertices at those points. The resulting…
The social impact from thorough programming is evident in my experience. This'll even get into your dreams. Can you imagine DREAMING ABOUT MATH AND ALGORITHMS after hours of debugging!?! It's not about being socially reclusive and insane nuts, it's just a craft that requires very much brain focus.
I'm still not sure I understand point 3. But if you are looking for better transparency sorting, you can switch viewport 2 to "depth peeling" in the viewport 2 settings. (transparency algorithm option). ShaderFX should support this and it will sort complicated meshes much better with transparency. (It is also very slow…
Some people asked for quick tips so here is how I used the tools of new Zbrush 2019 (especially the new ZRemesher algorithm and with the "Keep Groups" option) to make some of the more complicated pieces! Reminder that this model is done 100% in Zbrush. www.facebook.com/keosmasons www.keosmasons.com…
Thank you for sharing this, and for making the videos! :) I have no experience with the software, but it does look super neat. I'll never convince our producers to add it to the project budget, though :D What drew you to this software initially? Is it the improvement all around in terms of speed and packing algorithms, or…