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Pullin shapes - Roadkill UV Tool

Pullin shapes - Roadkill UV Tool
Quality of Life Enhancement Device for Computer Artists Roadkill If a good proportion of your life is spent texture mapping polygon meshes, then you should probably install Roadkill. The latest version is a standalone application that can be called from Maya, 3DS Max and now Softimage XSI (link is currently dead). Have a look at the first Roadkill example movie to get a good idea of it's usage. Stand Alone Application. Load and Save OBJ files, Live Unwrap, Live Pin and Pull, Show Polygon Stretching, Topological and Loop Edge Selection. Roadkill 1.1 Manual by Andy Swann (please mail me if you spot any errors) Roadkill workflow with Poser by English Roadkill 1.1 (RC2) PC Source Installation After downloading unzip all the files to a directory. Typing RoadKill (capital R and K!) Softimage XSI A.

Allegorithmic | MaPZone We thank you for having acquired MaPZone, a software developed by Allegorithmic, (hereinafter "MaPZone"). ALLEGORITHMIC, 37 Avenue Lavoisier, ZAC des Varennes, 63170 Aubière, FRANCE, is the developer and owner of Software Product known as MaPZone (the « Software »). MaPZone allows the user to create, use, modify procedural maps, textures and various media effects. Use of the software and data provided with MaPZone is subject to a licence granted by Allegorithmic, and/or other suppliers, to the end-user (hereinafter "Licensee"), for use in accordance with the following end-user license agreement. Please read this end-user license agreement carefully. Breaking the seal or opening the sleeve of the CD-ROM or DVD-ROM or memory card or pressing the "I agree" button for pre-installed or downloaded software means that you accept the terms and conditions of this agreement. In any case, by using the software, you accept these terms. For the purposes of this License, "Use" shall mean and include: 1.

Maya 3D Animation, Visual Effects, and Compositing Software - Au Trial Product Privacy Notice This Trial Privacy Notice describes a data collection and use program. It applies in the US, Canada, UK, Ireland, and Australia. If you are from another country, you will still need to click to agree to the notice, but the program will not apply to you. This notice explains the information we may collect through this product trial, and how we use it to send you useful, personalized communications (including content about new products and special promotions) by email, phone, in-product and/or on the www.autodesk.com website. Why we collect this information We offer this trial period so we can learn more about how users like you work with our products. Product usage information We may use in-product tools to collect information about your use of our trial product (for example: which features are used, time spent using the product). Here is a list of information we may collect, which is sent to our servers once a day in encrypted form: Cookies Marketing

Platinum Arts Sandbox - Free Open Source 3D Video Game Maker & Game Design Creation Software/Tool SoulburnScripts Would you like to be notified the next time I add scripts to this page? Join the SoulburnScripts Mailing List! Click here to Subscribe to the list. Click here to Unsubscribe. Send the resulting email (no subject or body necessary) and you'll be added. Introduction The SoulburnScripts for 3dsmax is a collection of scripts that I've written for my personal artwork at home. Warnings Feel free to install and use these scripts, however, I can't be held responsible for any problems that arise from their use. Installation All the scripts come packaged into a single zip file of interconnected scripts, SoulCollection3dsMax_v0xx_Rxx.zip, which includes all the scripts in the rest of the table below. The zip will then install a bunch of files and directories (Max 2013 to Max 2014, this example using Windows 7)... Usage All of these scripts are run as macroscripts, ie, as buttons, keyboard shortcuts, quad menus, etc, just go to Customize, Customize User Interface, category SoulburnScripts. Bugs

3ds Max - 3D Modeling, Animation, and Rendering Software - Autod Trial Product Privacy Notice This Trial Privacy Notice describes a data collection and use program. It applies in the US, Canada, UK, Ireland, and Australia. If you are from another country, you will still need to click to agree to the notice, but the program will not apply to you. This notice explains the information we may collect through this product trial, and how we use it to send you useful, personalized communications (including content about new products and special promotions) by email, phone, in-product and/or on the www.autodesk.com website. We set a cookie to help us understand your activity on www.autodesk.com (and subdomains like store.autodesk.com). Why we collect this information We offer this trial period so we can learn more about how users like you work with our products. Product usage information We may use in-product tools to collect information about your use of our trial product (for example: which features are used, time spent using the product). Cookies Marketing

Tutorial: Create Tileable Texutres Create tileable textures Hello, and welcome for this new tutorial. In this tutorial I’ll try to explain how you can make tileable textures, starting from photo material. This tutorial will be separated into 3 parts. 1. Here we go… 1. What does tileable mean? Some tips before we go on. The bad one has that yellow spot, that will make it look tilled, even when there is no seam. Back to our image. It has a line running true the middle, and one horizontal one, which I’ll use for the seams. Make a new file, with the following sizes: 1024*1024. Here is how we do this. As you can see, we have some very bright parts, and some very dark parts. Now why did we do this? Ok, time for the real work. Now on the other hand we have the Burn tool. NOTE make sure you don’t darken/lighten the outer edges of your canvas, since these are already a perfect match for our texture! This is what I get after some Photoshop work: In the right lower corner you see the original, in the centre the one I changed. 2. 3.

Lithosphere Autodesk Softimage We regret to inform you that the upcoming 2015 release will be the last one for Softimage® software. This final version is expected to ship on or around April 14, 2014. Autodesk will continue to offer product support until April 30, 2016. We will also provide Softimage support services (including Hot Fixes and Service Packs) to all Softimage customers with Autodesk Subscription, at no cost, until April 30, 2016. We understand that you will now need time to re-evaluate your production capabilities. Although this decision is a difficult one, we do believe that by focusing our development efforts, we can better serve the needs of the media and entertainment industry and provide customers with better products, faster. What is happening to Softimage? Softimage last release announcement FAQ Support for prior releases Customers with an active Autodesk Softimage Subscription contract can migrate to the latest release of either Maya or 3ds Max, at no additional cost.

Andy Zibits' Web Page Creating dense, attractive, low-poly (200-300 triangles) trees without the "card" look. Software used: -3ds max -Photoshop -Unreal Editor Things I assume you know how to do: -Basic (beginner) 3ds max knowledge (nothing fancy, but you should know how to apply a texture to something, know where the material editor is, know what sub objects are etc.) One of the things I often see in low poly trees is the "card" look. Example: I see this ugly technique in games that sell, as well as in first year CG students' projects. My solution came after many failed attempts. Both of these problems were solved by a couple of facts that I realized while I was out studying trees: 1) A tree's canopy is made up of "basic units", consisting of a cluster of branches and leaves. 2) You don't usually see all of the branches in the bulk of the canopy, just little hints of bark here and there. This allows you to be conservative with your branches as well as the amount of polygonal definition you give them. II) The trunk

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