Hey guys, just wanted to do a quick plug of the latest and final edition of my Material Manager tool for Maya. Any feedback is welcomed, and I'll keep an eye on this thread for bug reports. Thanks! Material Manager 5.0.0 The Material Manager is an all-in-one interface for quickly interacting with scene materials. Quickly…
Yeah Slipgate's work is amazing! I do apprciate the work done in Maya, just imo it needs NEX just to get Maya's poly tools to work properly. I dunno, maybe i've been spoiled with other applications, but maya seems to be missing a few tools or haven't found that help when doing hard-surface stuff, things like aligning a…
yea don't forget about auto retopo tools that are out there, especially for less edge/silhouette critical pieces. I forget these exist sometimes as well, they can be a good starting point to fine tune
Yep, there are a ton of cool tools in the ribbon like what PolyHertz said. You could also use splines and generate patches from them (Surface splines). Splines are very powerful.
Muhahaha ;o I Found some new tools / techniques for rock sculpting also :p Have some cool tricks with custom mat in Z and normal tricks, will share it asap °^_^°
that's actually really cool but I'll never stop bitching about the lack of an actual tile-pan tool to make tiled images and textures. offset is old world garbage WHAT WHAT
@ark yea spherify :D and yea im playing with the graphite tools and its cool but PB had more to offer gonna try that IllusionCatalyst see how it is :D thanx guys
Really cool, thanks alot for this, great reference tool imo. I hope to see that KH model viewer soon, I have always wanted to see there texture flats and wires.
This is actually a pretty cool tool and seems to work pretty well. The pro version is coming out soon with many more features. http://www.garagegames.com/mg/snapshot/view.php?qid=1301
for a costum tool i need to toogle attributes of objects with checkBoxes. If multiple objects are selected i want my checkBoxes to be greyed out, just like in other applications. anybody got a clue how this works in maya/mel?