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.
MeshLab
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
Ultimate Unwrap 3D - UV mapping
Products Ultimate Unwrap 3D Ultimate Unwrap 3D is a specialty Windows UV mapping tool for unfolding and unwrapping 3D models. Screenshots Features Import, edit, create, unwrap, uv map, export, and much more! Platforms Ultimate Unwrap 3D runs under Windows 2000/XP/Vista/7/8 platforms. Formats Ultimate Unwrap 3D supports over 100 file formats, including FBX, DAE, ASE, DXF, LWO, OBJ, and DirectX. Demo Download and try out the demo now! News What's new for v3.50: New UV Tool: ABF UVs. Previous News
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
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
ScriptSpot