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Computron's Avatar
Old (#76)
1.07 now ey?
Offline , dedicated polycounter, 1,440 Posts, Join Date May 2011, Location Minnesota, USA  
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obliviboy's Avatar
Old (#77)
1.07 came kinda fast because it fixes some drastic memory leaking
Offline , spline, 209 Posts, Join Date Apr 2011,  
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Computron's Avatar
Old (#78)
hmm, that might explain some problems I've had... ok.
Offline , dedicated polycounter, 1,440 Posts, Join Date May 2011, Location Minnesota, USA  
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JordanW's Avatar
Old (#79)
Just wanted to pop in and say I bought this a couple days ago and it's been really useful so far. I don't bang on hard surfaces as much as I used to so I probably wont be as useful for feedback. Keep it up though!
Jordan Walker
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Moosey_G's Avatar
Old (#80)
Just curious, are you working with RappaTools at all?
Autocon: I grade everything in terms of how many Skittles I award to each game. Like uncharted 2 got 184 Skittles. I also award and factor in things like color and taste of the Skittles too making it a very robust and diverse grading system.

Vig: I'll close with, "If you made art half as well as you bitch, we would all be rich."
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obliviboy's Avatar
Old (#81)
JordanW Thank you for taking the time to post.

Moosey_G No, I don't use it.
Offline , spline, 209 Posts, Join Date Apr 2011,  
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BeatKitano's Avatar
Old (#82)
Niiiice so nice the "extrude" function
Offline , polycounter, 816 Posts, Join Date Oct 2006, Location Nantes, France  
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obliviboy's Avatar
Old (#83)
Quote:
Originally Posted by BeatKitano View Post
Niiiice so nice the "extrude" function
Thank you.

Changes for v1.08 are:
- Adds ability to push outwards or inwards the edges of the chamfer at iteration 1 or higher
- Fixes some Chamfering by Edge Weights bugs
Offline , spline, 209 Posts, Join Date Apr 2011,  
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mLichy's Avatar
Old (#84)
NICE! That's very cool. I like the push option you added, could be very useful.
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Computron's Avatar
Old (#85)
Here's a feature that would be cool to have for low poly modeling, and would make this the ultimate one-click chamfer tool.
I would love it if I could have this modifier chamfer and edit vertex normals automatically.

This can help immensly for normal mapping as well as making interesting curvature/chamfers without spending a boat-load of polies:


On the left we have the edited vertex normals smoothing out JUST the corners of the box.
It looks awesome and uses only one iteration of polies



on the right we have the default max chamfer workflow. Its starting to reflect closer to the way I want, but it's not really accurate/blobby.

So the original face's vertexes would keep their normals after the chamfer, or it could be like a slider where you could dial in how much of the original vertex normal direction you want versus how much of the averaged direction you want.

Last edited by Computron; 05-26-2012 at 12:49 PM..
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Moosey_G's Avatar
Old (#86)
Quote:
Originally Posted by obliviboy View Post
JordanW Thank you for taking the time to post.

Moosey_G No, I don't use it.
I'm sorry, what I meant to imply was I saw the RappaTools script had a quad chamfer tool like this coauthored by you, I was curious about it's usefulness compared to your sole tool
Autocon: I grade everything in terms of how many Skittles I award to each game. Like uncharted 2 got 184 Skittles. I also award and factor in things like color and taste of the Skittles too making it a very robust and diverse grading system.

Vig: I'll close with, "If you made art half as well as you bitch, we would all be rich."
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obliviboy's Avatar
Old (#87)
Computron interesting feature, thank you. I will look into it as see what I can do.

Moosey_G I asked Remus(the author of RappaTools) for the source code for a function that I could use to make the script work for lower versions of max, in return he could have credit in the script and it's source code. The he took it and added some other stuff to, but the base of it is still the same like my quad chamfer script(I think).

The script version(at least mine) is slow, has a destructible workflow, the chamfers are too flat, it fails to chamfer some combination of edges, can't do variable chamfers etc.

The script has many shortcomings in comparison to the plugin/modifier version.

The modifier is more usefull as you can do many things with it.
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BeatKitano's Avatar
Old (#88)
I concur about the limitation of script version, it was working ok but in many case it completely failed, something I've not encountered yet on the modifier version. Also the added benefit of being able to work non destructively with the modifier on top of editable poly justify the price entirely.
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obliviboy's Avatar
Old (#89)
Changes for v1.09 are:
- Adds ability to inset the polygons created by the chamfer allowing for stylistic effects in combination with the push option
Offline , spline, 209 Posts, Join Date Apr 2011,  
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Stromberg90's Avatar
Old (#90)
Best buy I have done in a long time
The new push and inset features can make for some easy panel modeling
Andreas Strømberg
Portfolio - www.strombergart.com
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CompanionCube's Avatar
Old (#91)
i wake up each day and there is a new update, awesome!
Offline , spline, 209 Posts, Join Date Feb 2008, Location Bournemouth/London U.K  
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Nysuatro's Avatar
Old (#92)
Impressive work!
Offline , triangle, 330 Posts, Join Date Aug 2006, Location Belgium  
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mLichy's Avatar
Old (#93)
Dude, this is going to put you on the map for sure. If you aren't getting alot of sales already.

Those new features would be very very useful when doing panel lines. Right now I tend to float alot of stuff, using EditablePoly or EditableSplines with Sweep, but it's not as clean obviously. With this modifier, I could actually have it modeled in more often, and not destroy my geo underneath
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mLichy's Avatar
Old (#94)
It would be nice if the quad intersections would be straight when possible. Right now they end up tapered down to the corners at the intersection. Really, just the outside edges are. The interior vert spacing seems right.

Also, if there was a smoothing group option. Similar to the Material ID option.

Last edited by mLichy; 05-27-2012 at 01:45 PM..
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obliviboy's Avatar
Old (#95)
mLichy Thank you for your suggestions. I will see what I can do.
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mLichy's Avatar
Old (#96)
I found a bug it seems... When selecting every other edge on a cylinder side, with Quad Ends Checked, instead of merging 2 ends together, it moves/merges 1 end.

Thanks!

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obliviboy's Avatar
Old (#97)
Nice find. Can be fixed.
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Computron's Avatar
Old (#98)
Quote:
Originally Posted by obliviboy View Post
Computron interesting feature, thank you. I will look into it as see what I can do.
Take a look at this script by SyncView if you need some insight.

With this feature added to the non-destructive modifier stack workflow,
you could get some really awesome low-poly environment detail modeling.
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obliviboy's Avatar
Old (#99)
Computron thanks for the link.

mLichy try 1.10, I solved the issues you were having

Changes for v1.10 are:
- Adds a "Push 2", a "Pinch" and a "Slide" option for controlling the the edges created by the inset function
- Improves the results of "Quad Intersections" and "Quad Ends" options
- Adds option to select the smoothing group of the faces created by the chamfer
Offline , spline, 209 Posts, Join Date Apr 2011,  
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Fomori's Avatar
Old (#100)
How come this thread hasn't made it to the front page yet???
Get this tool some exposure.
Offline , polycounter, 776 Posts, Join Date Nov 2010, Location London, UK  
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