|
|
froTools 2.6.5 : New anim tab, FBX export and more
| February 13th, 2012 - 17h45 |
No Comments | | Post No.18
| Cat : Code, Maya, Tutorial |
Hello again, I have updated my toolset for maya. This time I have made some videos for explaining all the features available ! As always, if you have some request or questions, feel free to ask ! What is new ? //BUGs/ToDo for 2.7 : –Select+ and Select- doesn’t always work properly (until the command is called once from the Maya menu ?) –Add pop window for the interactve tools –Make the extrude vertex quad into a tool for faster workflow –The Curve buttons in the animation tab are not always working, depending of the name of your object –The smoothSkin tool is not yet available //2.6.5 -Added new tab for animation tools -Added new Edge ring button selection -Added slide edge -Added new normal tool : lock/unlock/face/size and Look at me -Added Discrete rotate/scale/translate -Added Edge loop + number of loop -Added fill hole (classic + fill quadrangulate) -Added Temp selector for easier selections -Added multiple Tools setting with[...] >> Read the Rest.
Developping Unrealscript code : what tool I use
| January 11th, 2012 - 10h00 |
No Comments | | Post No.17
| Cat : Code, Tutorial, Unreal Development Kit |
Since I’m working on the UDK, I have tested some IDE and other development tools which some of them are specially developed for the Unrealscript language. I have never been convinced by those IDE. The features they propose are cool, but I have finally found in Notepad++ the best tools that I can use. Notepad++ Like other IDE/Text editor Notepad++ support the syntax highlighting, but I don’t think that most of them let you the choice to change the color theme of the language. Since I have discovered the “Bespin” theme in Notepad++ I have made some improvement in my workflow. I’m not kidding, this theme is more easier to read, less tiring after hours of work and much more intuitive. See an example in the screenshot below, it’s a sample code from my project with the equivalent of the C++ syntax colors in the Bespin theme : Notepad++ now support the auto-completion and an user of the official UDK[...] >> Read the Rest.
froTools 2.5 : new UV tools
| January 02nd, 2012 - 14h42 |
No Comments | | Post No.16
| Cat : Maya, Tutorial |
I’m back again, this time with an update for my maya toolset. My main focus was to update the UI (for getting something more smaller and esay to read) and to add useful UV tools. What is new ? //2.5 -Added “Copy” option for the mirror object buttons -Added UV scale, rotate, and pack to corner option -Added Random UV tile -Fixed hotkey setup (now can edit the hotkey) -Added “Match UV” for matching selected uv vertices to another. -Added snapshot with color option -Added shelf button creation //2.4 -Automatic delete history for ExtVtx (make maya faster) -Fixed HideUI button not working if the display menu was not loaded -Added new UV functions for moving a whole UV range -New UI with tabs -> smaller window New tools Copy : This flag is to enable the copy of your selected mesh by using the “mirror” buttons as a copy, not as an instance. nGons : This button will search every[...] >> Read the Rest.
froTools : a maya toolset for working faster
| December 13th, 2011 - 02h06 |
4 Comments | | Post No.15
| Cat : Code, Maya, Tutorial |
This time I will present you a simple mel script that I’m working on. It’s my current toolbox, I have made this script for working faster in Maya when I’m doing some modeling. My first attempt was to only make a retopo tool but after some tests I finally found it will be more useful to add some basic Maya tools and some other which improve my workflow. All of this new tools are not fully made by me, most of them where found on Creative Crash but alone. I have simply mixed them. You can see the full credits at the end of this post. Presentation : Polygon tools Make : Make is like the make polygon tool of maya, with this tool you can create new polygons. The difference is that now you can make how many vertex you want, the tool will convert this polygon into quad and triangle at the end. If you want to have[...] >> Read the Rest.
Modularity and Drawcall
| November 07th, 2011 - 11h31 |
No Comments | | Post No.14
| Cat : Game, Technical, Tutorial, Unreal Development Kit |
In game development you are dependent of your framerate. For having a smooth and pleasant rendering to offer to the player, you need a very well optimized scene. The first thing to look carefully is your polycount, obviously the more triangle you need to draw, the more calculation you will performs. So a very well optimized scene on the geometry will be displayed very fast. Today, game engines and the current graphic cards are optimized to draw theses triangles, so you now can draw more triangles than before. This is why characters like Lara Croft (Tomb Raider Underworld) or Nathan drake (Uncharted) are created with an average of 40 000 triangles. Of course, theses characters are the main characters, but even monsters can be very high. For example a monster in Tomb Raider Underworld is made with 30 000 triangles. Source : Polycount wiki and Tomb Raider Underworld What is important to optimize ? Triangles are very well handled now,[...] >> Read the Rest.
|
|
|
Archives : |
Category : |