Extended PipelineIO Menu for Modo 701/801
I’ve made a « tweaked form menu » for the
PipelineIO (InOut) from Ariel Chai scipt suite. For more information about that script and that tweaked form you should go to the TF community forum.
installing this form, you should create a new directory « TEMP_OBJ » in order to export you resulting meshes to your C:\TEMP_OBJ\.
(if you’re on a mac, edit the cfg and define the output directory you want & save it)
This enhanced Menu is composed with many combination for exporting your meshes. You will export the mesh named with some suffix related to the way you’ve exported them. It export files as OBJ or FBX.
Final_OBJ_BVSTM.OBJ will got those settings:
B_UVBorder (Sets “HardEdges” selection set to selected UVmap borders. (used for vertex normals) Edges in “SoftEdges” selection set wion’t be effected.)
V_UseVertexNormal (Uses selection set « HardEdges » to split vertex normals, for custom .obj format.)
S_SplitHardEdge (Splits “HardEdges” selection set on the geometry.)
T_Triangulate (Triangulates mesh – since it randomizes vertex order, exporting cages should be used with the PP tag.)
M_MorphmapExplode (Apply Morphmap named “Explode”)
If you’re actually working on UV layout, I ‘ll probably suggest you to take a look at the work of Snoelk from Germany – Technical Artist at
He have post an interesting
thread (through Polycount forum) on is new Standalone UVpacker, still currently in dev and in Beta but still promising CG tools: IPackThat
Please tell her your support on
Polycount or CGtalk for that upcoming « CG amazing must-have tool » !
I’ve take a look on it, and i could say that it’s really promising for the result you can got in few minutes. The next image will talk about that better than more words:
26 % of wasted space in 6 mins > compared to my 21 % on my hand made layout in around 4 h of tweaking.
And for the Fun after 8 Run to find the Best solution it goes down to 18 % of Wasted Area. So Good !
Working on common tools: ZBrush, Modo, PS, AI, Marmoset, Substance, dDo.
This post is intend for my students, that got some issue with there laptop using Intel HD 4000 / 4400 on 3DsMAX.
If you have any problem with the viewport of 3dsMAX (Like this).
And nothing in the Menu / Customize / Preference / Viewport / Display Driver.
You should look at this workaround to solve that problem.
Lire la suite
Publié dans Art Graphic, CWNU Tagué 3D, 3DsMAX, 3dsmax.ini, intel HD 4000, intel HD 4400, intel HD Graphics, Issue, Nitrous, OpenGL, Viewport
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
Clic for HD image.
Publié dans Art Graphic Tagué 3D, CG, Colt, Faogen, Marmoset, Modo, nDo, Quixel Suite, Toolbag 2, Work in progress, xNormal
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.
11 K triangle / 2048² Texture
Still at work. Focusing on the Diffuse at first. i will update the spec/gloss soon.
Publié dans Art Graphic Tagué 3D, CG, Character, cowboy, dDo, Marmoset, normalmap, Quixel, Quixel Suite, Toolbag 2, xNormal