Maya has those shaders hidden for some reason. Try 'use background' or if you will need to do a little script editing to get at the more powerfull stuff (not hard just a bit of editing)
That was my exact reaction. I wonder how well it will fit into an actual modelling pipeline. Can you show some examples of working with the script on more complicated and less regular/perfect topology?
Awesome, I'm sure to be calling you in on that at some point. We have scripts to convert with, but they're each broken in some way. So it's sure to be a bit of a chore. But once it's done, there will be teh rejoice.
You may want to grab UV Deluxe from here : http://www.creativecrash.com/maya/downloads/scripts-plugins/texturing/c/uvdeluxe It makes doing this kind of scaling and offsetting very simple.
@Pyrzern - nope you pretty much wanna bake one by one. Though I think there was a batch baking script made for xnormal. I forget where I saw it. It is somewhere on polycount.
@Katana: Hmm thanks I'll set those units up. @m4dcow: I'll look into that. I made a similar script but they weren't bind to hotkeys. Still need to solve the zoom issue though.
Yes that worked perfectly! Thank you so much for helping me out with this! Also, thanks for providing the notes - They will help me create similar versions of the script to work on the different types of feather.
here's a script I came a cross a awhile ago that does this. polySoftEdge -angle 1 -ch 1 ; polySelectConstraint -m 3 -t 0x8000 -sm 2; polyDelEdge -cv true; resetPolySelectConstraint;
Hey pumbaa, they were placed using the smart duplicate script from ticket01. Basically it allows you to project them onto the geometry using splines as guides and an underlaying surface as the control surface.
I modified some script I found that offsets all layers, to offset by half the image dimensions in X and Y, and just set those to hotkeys, but the zBrush tilde method would be awesome.