There are 2 of those folders. Some scripts/macros/plugs go in 1, and some in the other. I usually just drop in both or test and switch them. I'll post the exact path when I'm at the computer shortly.
Thanks for your rapid help! This script was a bit tricky (for me) but finally succes! The "trick" is the iterations slider - default in 0, but allowed to set down (like -1, -2, but not show in UI). So i repeat, thanks!
Ah thanks for that! As for the maya navigation, I am actually using Vaughan Smith's navigation script which from what I gather does something the same or similar as that option. Thank you again this really helps!
So Subdivison modeling is no longer a thing anymore? I did read somewhere that they're still there, but, much like the Split Polygon Tool, is hidden and only accessible by script. Unfortunately, it didn't mention how to access it. Is this true?
Another option is coronaSDK, just an alternative to cocos. I've used it a bit, very basic python script, big community and tutorials/examples. Full licence is $350, indie is $200. http://www.coronalabs.com/products/corona-sdk/
That's my workflow for mapping edges like this to a horizontal tiled texture: 1. I select the edge faces 2. I flatten map them 3. I use my script to align them 4. Done :)
I don't see why not. I would love to see something entirely game-art focused, but where is the line on where you stop, and what you don't include? Do you add animation? Scripting?
This sounds like you have a smoothing group splitting a uv island. Set your smoothing groups by your uv islands with a script, triangulate and then rebake. Without pictures I can only guess as to what the problem is.
Hi Axi5! I'm glad that you liked my technique ) I am 100% sure that you will be able to replicate this in Maya. But the more interesting question is. Сan you write a script that will chamfer/boolean automatically and parametrically?
Using the LazyNezumi script http://people.happycoders.org/kamih/wordpress/?page_id=46 with the default hard edged Photoshop brush with pressure> brush size should give you something pretty close in most cases I reckon.