Friday, January 1, 2016

SoulburnScripts and Assets Updated Jan 1st 2016

Added 1 new Maxscript:

elementSelectByFace: Once you've selected a face of an Editable Poly, it will select the entire element the face is associated with. Great for selecting elements without having to leave face mode.

Updated 2 older Maxscripts:

materialInfoDisplayer: Added a test to display "Number Of Times A Map Type Appears In A Scene".
soulburnAssetLoader: Added a Texmap category, where you can load your favorite individual texture maps (like Bitmap, Noise, Gradient, etc), or your own personal texmap chains (such as a Noise with 2 Gradients in the Color swatches. This allows you to make a "Favorites" selection of texmaps so you don't have to find what you need in a long list of texmaps you never use. To make your own texmap assets, create a Standard Material or VrayMtl, place the texmap or texmap chain in the diffuse slot, assign this material to a dummy object like a teapot, and then save the max file to your Texmap directory. Think of it like the way you save a Material asset, except it only grabs the diffuse map and places that into the material editor instead of grabbing the entire material.

http://www.neilblevins.com/cg_tools/scripts/3dsmax/soulburnscripts.htm

Added 1 new Asset Pack:

Soulburn_TexMapAssetPack_Free_v001: A bunch of texmap assets to go with the latest version of SAL.

http://www.neilblevins.com/cg_tools/assets/assets_3dsmax.htm

Thanks to everyone for your support.

1 comment:

Mihai Zainea said...

Happy New Year, mr. Blevins! Thank you for your kindness!