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I'm working on a cube map shuffler, plus RGBM encoder. I call it SixSides. Still screwing around with the UI, and reading up on equirectangular(panorama) to cubic projection, and vise-versa. Using SFML right now plus VC++. Might switch over to Qt, so it's easier to port to OS X. I suck so bad at UI layout though xD

I'm looking for freelance & full-time work
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, spline,
156 Posts,
Join Date Oct 2009,
Location Dallas, Texas
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Been working on a little Script for converting your polygon selections in Maya to marquee selections in Photoshop, so far it is very wip, and a little slow on large amounts of selected polys, but the idea is there and it works.
want to work next on optimization and on a mode for converting edges selections in Maya to paths in Photoshop.
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, card carrying polycounter,
2,236 Posts,
Join Date Nov 2010,
Location Halifax, NS, Canada
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@Froyok got to work on a few bugs, and figure out a method for dealing with out of 0 to 1 uv's than i will release it. even know it is still very slow atm for large selections
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, card carrying polycounter,
2,236 Posts,
Join Date Nov 2010,
Location Halifax, NS, Canada
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That's pretty damn cool. Interesting idea.
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, polycounter,
1,064 Posts,
Join Date May 2008,
Location Kirkland, WA
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Can I ask what you'll do with it? I can imagine converting edgeloops from a mesh to a path would be cool for stroking details into the texture.. something like that?
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, polycounter,
1,286 Posts,
Join Date Aug 2011,
Location Berlin
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Quote:
Originally Posted by cptSwing
Can I ask what you'll do with it? I can imagine converting edgeloops from a mesh to a path would be cool for stroking details into the texture.. something like that?
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This.
Looking really great. It seems the harder i look, the more reason i find to like maya  Looking forward to trying this out.
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, spline,
147 Posts,
Join Date Feb 2012,
Location The Desert
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Ah, I'm sure Mr. Lichy is racking his brain on how to do this in Max already... ;)
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, polycounter,
1,286 Posts,
Join Date Aug 2011,
Location Berlin
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What would be awesome is if you could make a polygon selection in the high poly and have it transfer over to the baked low poly mesh. Perhaps using some kind of baked UV matching map?
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, dedicated polycounter,
1,450 Posts,
Join Date May 2011,
Location Minnesota, USA
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i guess the hipoly stuff could be done by comparing world space positions of underlying vertices and then grabbing the uv coordinates related to that.
awesome idea for a script passerby!
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, polygon,
702 Posts,
Join Date Sep 2008,
Location Germany, Darmstadt
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Very cool stuff. Simple and effective
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, triangle,
330 Posts,
Join Date Aug 2006,
Location Belgium
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thanks guys still far from done, once i got a better method for getting the selections needed i am planning on have both a mode that works like the video, and one that works on edge selections and creates paths in photoshop.
ya a highpoly like feature for this would be cool, but it seems like a very large task to do, and the current method already is slow for large amounts of polygons.
will make a dedicated thread once i get a major update up, since what you see in the video is very bleeding edge.
Anyone else got ideas for integration between PS and 3d packages.
Last edited by passerby; 05-17-2013 at 01:13 PM..
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, card carrying polycounter,
2,236 Posts,
Join Date Nov 2010,
Location Halifax, NS, Canada
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Can't say how much use it would be, But maybe using soft selections to make gradients in PS? Could be useful for receding geometry that you want to add some addition AO to, or maybe soft select all the verts towards the bottom of a model and create a gradient from that. Instead of going around shell by shell making non uniform gradients.
just a thought  You got something cool for faces, something cool for edges, Might figure something else for vert selection.
The only way it could get any better is if you made it for Max 
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, spline,
147 Posts,
Join Date Feb 2012,
Location The Desert
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Quote:
Originally Posted by s620ex1
Can't say how much use it would be, But maybe using soft selections to make gradients in PS?
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You can do this in Max already. A few hoops, but probably scriptable.
Vertex Paint modifier has a soft selection button. Use that with vertex sub-object selection to flood-fill the gradients on your model. To bake it, put a material on your model with a Vertex Color map in the diffuse, then use Render To Texture. Viola!
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, Polycount.com Editor,
6,674 Posts,
Join Date Oct 2004,
Location Boston USA
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Quote:
Originally Posted by passerby
Been working on a little Script for converting your polygon selections in Maya to marquee selections in Photoshop
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Love the video, cool idea. What's the music from?
Grant Adam did a similar Maxscript that exports UVs as a path to Photoshop. The script is encrypted, but he's a cool dude, he'd probably share some info about it if you shot him an email.
PSDPathUnwrapper
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, Polycount.com Editor,
6,674 Posts,
Join Date Oct 2004,
Location Boston USA
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Music's Bastion isn't it? Darren Korb?
What's the script do? Copy UV positions to a macro or something?
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, dedicated polycounter,
1,404 Posts,
Join Date Mar 2007,
Location Leeds (UK)
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made a small update tonight, now it supports UV's that are offset outside the 0 to 1 space.
music on both videos is by Darren Korb, and is from the bastion soundtrack.
Last edited by passerby; 05-17-2013 at 04:54 PM..
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, card carrying polycounter,
2,236 Posts,
Join Date Nov 2010,
Location Halifax, NS, Canada
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I'm trying to find this script for max. I think it's called setPivot.
Its icon is a little pink pin, and you use it to set the pivot (doh) to selected verts or edges or if anything is selected then it sets the pivot to the center of the object. Can't seem to find the script 
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Quote:
Originally Posted by Pedro Amorim
I'm trying to find this script for max. I think it's called setPivot.
Its icon is a little pink pin, and you use it to set the pivot (doh) to selected verts or edges or if anything is selected then it sets the pivot to the center of the object. Can't seem to find the script 
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FunkyBunnies had something like that on his site. (funkybunnies3d.com)
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, polygon,
576 Posts,
Join Date Mar 2011,
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