Working on common tools: ZBrush, Modo, PS, AI, Marmoset, Substance, dDo.
MaxScript « Bad Day »
I’m so sad to see that in MAX you can just switch from one command to another and back and forth… Why do they didn’t had the possibility to Enable or Disable an option/command instead of just switch it (nobody cares about the position A or B….seriously).
Here is just a little script to clean a scene in order to focus (Zoom) onto the scene and go to a Maximized Perspective view – Shaded with Wireframe:
actionMan.executeAction 0 « 40182 » — Views: Perspective User View
max vpt persp user
actionMan.executeAction 0 « 50026 » — Tools: Maximize Viewport Toggle
max tool maximize
actionMan.executeAction 0 « 550 » — Views: Viewport Visual Style Shaded
actionMan.executeAction 0 « 40078 » — Views: Show Home Grid
actionMan.executeAction 0 « 310 » — Tools: Zoom Extents Selected
max zoomext sel
macros.run « DragAndDrop » « Macro8″
But now as you can see i can’t go directly to Hide/Disable Homegrid…
If i open a file with homegrid in the viewport, i will switch it on and that’s not what this script is supposed to do.
I’ve search that on internet but i couldn’t find that tricks:
This post is intend for my students, that got some issue with there laptop using Intel HD 4000 / 4400 on 3DsMAX.
You should look at this workaround to solve that problem.
Some Breakdown Pass under Marmoset T2.
- HighPoly & LowPoly Model done.
- Design still in work in progress.
- Quick-made Albedo Map. Normalmap made through xNormal and for the engraving in nDo (Quixel Suite)
- Intensive use of Illustrator to make all of those engraving. Still in work in progress.
- AO made in FAOGEN from the HighPoly mesh made with MeshFusion under Modo.
- UV with the same Texel density.
- Texture Res 4096²
From MODO to 3DsMAX and conversely from 3DsMAX back to MODO
I’ve tried to export Mesh from Modo to 3DsMAX through FBX 2013, and i’ve found some difficulty to setup the unit’s correctly.
Fortunately i’ve found the good Setup, so i want to share it to you.
- Unit Setup window, can be found under Customize menu in Max.
- And for Modo it’s under System/ Preferences… menu.
Have a good day.
3 days passed on the New dDo from the Quixel Suite, but now, I’ve made this with the 5.3 Release (Old but Accurate enough and without any crash ^^). That’s just some test cause i want to do some more work on the engraved areas as well as the scratches on metal and wood part.
This week, I’m trying to make the GameModel of my Colt in MS 2.
I’m just testing the workflow from Modo –> xNormal –> QuixelSuite –> MS 2.
That’s a bit hard sometimes to tweak, but i’ve discovered the Blockers (new features) in xNormal, and i’m glad to use to remove Ray casting mistake. Cage through Morphmap in Modo have been used to make the Baking Process more accurate.
The LP model is finished yet (11 600 Triangles). I need to make the shading now.
I’ve just baked the NormalMap in xNormal and i’ve put some engraving to test the resolution detail made with Vectors in Illustrator and nDo with a 2048² texture.