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andrewe1's Avatar
Old (#1)
Hello,

I had a couple of questions, the first one is regarding converting uv shells to smoothing groups.

Is there a way to do this in Max 2013 without tex tools? I've had some issues with textools and it looks like they don't update them anymore so I was wondering if maybe new versions of Max have this feature built it or something.

The other one is, is there a way to reliably display normal maps in viewport without the help of additional plugins? I've had some issues with metalbump9 I was wondering if you guys had any tips.

Thanks
Offline , null, 8 Posts, Join Date Feb 2012,  
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respawnrt's Avatar
Old (#2)
Hi, i use turbo tools(the uvshells script is there) and xoliul shader2 with quality normal maps enabled.You can enable them via a script in xoliul shader folder.
http://www.matthewlichy.com/Scripts.html
Offline , triangle, 492 Posts, Join Date Dec 2011, Location Romania, Bucharest  
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andrewe1's Avatar
Old (#3)
Quote:
Originally Posted by respawnrt View Post
Hi, i use turbo tools(the uvshells script is there) and xoliul shader2 with quality normal maps enabled.You can enable them via a script in xoliul shader folder.
http://www.matthewlichy.com/Scripts.html
Cool, those seem like they are more frequently updated, thanks

I have always wondered though, what do industry professionals use? I mean you would figure that something so necessary might have already been built into 3ds max, its frickin 2012....

Do they rely on community based plugins and scripts too?

Cheers
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Lennyagony's Avatar
Old (#4)
Quote:
Originally Posted by andrewe1 View Post

Do they rely on community based plugins and scripts too?

Cheers
Or the tools the on staff tools team create.
Offline , triangle, 445 Posts, Join Date Sep 2009, Location Australia  
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pixeldamage's Avatar
Old (#5)
You can manually copy UV shells to smoothing groups:

- unwrap window, select island
- add edit poly to stack
- select element mode
- add desired smoothing group

(can easily be automated in a maxscript)

You can also use max's default built in dx shader mode by holding in the display in viewport button (in the mat editor) and toggle the hardware material mode. This lets you use normal maps in the viewport plus dx shading etc. Not as good as the other ones mentioned here (xoliul)
portfolio http://www.pixeldamage.net

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Offline , spline, 133 Posts, Join Date Sep 2008, Location London, UK  
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Octo's Avatar
Old (#6)
There is a 'flatten by smoothing group' built into max now.
Its in the UV editor under the Explode rollout.
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cptSwing's Avatar
Old (#7)
That's skinning (hah!) the cat from the wrong way around though?
Offline , polycounter, 1,286 Posts, Join Date Aug 2011, Location Berlin  
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andrewe1's Avatar
Old (#8)
Quote:
Originally Posted by pixeldamage View Post
You can manually copy UV shells to smoothing groups:

- unwrap window, select island
- add edit poly to stack
- select element mode
- add desired smoothing group

(can easily be automated in a maxscript)

You can also use max's default built in dx shader mode by holding in the display in viewport button (in the mat editor) and toggle the hardware material mode. This lets you use normal maps in the viewport plus dx shading etc. Not as good as the other ones mentioned here (xoliul)
Nice tip, thanks!


Quote:
Originally Posted by Octo View Post
There is a 'flatten by smoothing group' built into max now.
Its in the UV editor under the Explode rollout.
This would be great but like someone said, its reverse!

lol, normally we want to create UV groups FROM UV shells...
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