Thanks earthquake for your info, but in the final the renderer will always render in maya mode 3 smooth preview.. so the map will show the seems again :/ I just tried not to use the hard uv borders script and use soft edges instead.. that seems to help on the matter.. but I fear to use the benefits of the hard uv border…
Stuff jumping out is considered a very cheap scaring tactic. F.E.A.R. had some absolutely brilliant scripted events. Download and play the F.E.A.R. 2 Demo. It shows you how scripted events are done right. (And stands as one of the best game demo's I've ever played). Amnesia was a great indy game that just gave you a…
thought I would share this with the group. I love working in clay mode in 3d max but If you want to custumize it more or have more options this script is great. http://www.scriptspot.com/3ds-max/scripts/superclaymode I also attached some matcaps I am using , some I customized myself others copied from the pixologic site.…
How would you go about texture atlasing? I have been looking for tutorials on it, but they are all using 3DS Max. The only Maya thing I could find was using the Ninja UV script that must be purchased. So assume I do not have access to this script and I only use Maya and Photoshop. What do I do?
Modo can run python scripts yes. Perl and Lua too. There is a Modo SDK, not something I've looked into before, probably not necessary for this task though (I assume). I'm fairly sure something like this would be beyond my abilities without a lot of help, but I'll read up on modo scripting and I/O stuff when I get a chance.
Hi! Yes this is normal due to the differences in the two renders, this will likely change in the next release of the suite however as they are now more similar. If you are having issues with this you can comment out "// ApplyAlbedoCurve();" In the script located at: Quixel\SUITE\script\calibration\Marmoset Toolbag 2.jsx…
I think it was this script i used a while back : http://www.scriptspot.com/3ds-max/scripts/vertex-killer a) not sure though, and b) won't get you your original shape, really. maybe retopology'd be the way to go. still massively annoyed by this stupid, stupid bug, though you learn to work around it (like with so many things…
Hello, My name is Josh, but I've been going by the name Actorx for a while now. I make 3D models, draw in Photoshop, Script in C++ and unreal script and I also do Music/Sound Production. I am in the middle of making a 3D world ^-^ I'll be excited to join in on this community as I have heard it is a good one. Derp :3
You mean this script maybe? http://www.scriptspot.com/3ds-max/scripts/fumefx-rgb-light-rig It's not hard to setup the lighting rig manually. Here's an old tutorial for Max that shows the rig: http://www.bencloward.com/tutorials_normal_maps11.shtml With some renderers you're able to set up a normal map render element, also…
Another option, haven't used this in awhile though. This script creates trees with editable branches, so you can move them around or delete them, then it fillets them together to make a single mesh. Pretty cool. http://scriptspot.com/3ds-max/tree-maker Another tree-making script, haven't tried it…