Sunday, March 13, 2011

0 Maxscript 101 - Free Online Training

Maxscript 101 - Free Online Training


MAXScript 101 is a digital video-based introductory course for MAXScript, the scripting language in Autodesk's 3ds max®, gmax® and VIZ 3D applications, designed and presented by MAXScript's creator, John Wainwright.
The course teaches the fundamentals of scripting and provides an introduction to the main features of the language and how they can be used to perform tasks like scene generation, animation, material mapping, mesh export, etc. and how to build these into tools with custom dialog windows.
It can be used by artists and animators without any prior programming or scripting experience to learn scripting from scratch, or by those experienced in other languages to gain a quick and practical introduction to MAXScript's features.
The five parts of the course are:
  1. Introduction
  2. Script Building Blocks
  3. Scripting Tasks
  4. More Bulding Blocks
  5. Example Scripts
View the complete set of "Maxscript 101" for 3dworkfile:
http://vimeo.com/album/1514565


Application Version: 
3ds Max 5+

3D models of Alcohol Bottles -
3d model | format max | 3 models | 11 Mb RAR

download:

Thursday, December 31, 2009

0 Car 3D Model – Pontiac Firebird 1968 Free Download

http://mo3del.ru/uploads/posts/2009-10/1256319318_p1.jpg

http://mo3del.ru/uploads/posts/2009-10/1256319322_p2.jpg

Platform: 3DMax 2008, VRay 1.5
Format:. Max .3 ds. Obj

Download [6.33Mb]

0 Flatiron 1.12 Scene Render To Texture - 3ds Max Plug-in

Flatiron is a texture baking plug-in for 3D Studio MAX which handles multiple objects at once. It produces high quality UV map using the proven Unwrella Technology, which unfolds your models with exact pixel to model surface aspect ratio automatically. Flatiron speeds up your scene baking workflow and improves the texturing quality immensely.

  • Automatic uwrapping, baking and packing of group of objects onto a single UV surface

  • Optimal packing of UV chunks with maximal use of available space depending on the surface complexity

  • Previewing using ‘Add Shell Material’, or in-place ‘Overwrite material’ modes

  • Excellent for Realtime Engine use

  • Network rendering support (through backburner)

  • Maxscript Interface SDK – allows programmers to control Flatiron through maxscript


flatiron plugin

3d-io Flatiron 1.12

3d-io Flatiron 1.12 for 3ds max 2008, 2009, 2010 32 bit & 64 bit.
Plug in from the German company 3d-io Games & Video production, intended for rendering the whole scene in a texture. The algorithm works like a plug in algorithm Unwrella - a popular plug in to create a reaming.

Flatiron designed to meet the needs of graphic designers in a fast, Automated, easy to use tool to create a rea

ming and "baking" the texture of the scene entirely.
Flatiron can "bake" the texture of several objects in one map with just a few clicks.


Download [4.63Mb]






0 Unwrella 2.03 Optimal Automatic Unwrapping - 3ds Max Plugin



Unwrella – Optimal Automatic Unwrapping


Unwrella is an exact unwrapping plug-in for Autodesk 3DSMAX and Autodesk Maya. It is a single click solution which allows you to automatically unfold your 3D models with exact pixel to model surface aspect ratio, speeding up texture baking UV map production significantly.


  • Automatic one-click solution – Just apply the Unwrella modifier

  • Precise – Preserves user created UV Seams

  • Smart – Reduces texture mapping seams almost completely and minimizes surface stretching

  • Efficient – Chunks are kept large and are arranged on the UV surface with maximal use of available space

  • User-friendly – User defined pixel based padding between UV chunks

  • Excellent for all kinds of models (organic, human, industrial)


Unwrella Testemonial David Levy




3d-io Unwrella 2.03



3d-io Unwrella 2.03 for 3ds Max 2008, 2009, 2010 32 & 64bit. Plugin, which differs the most optimal use of UV-space and creates a UV-maps with the exact proportions of the elements of 1:1, which virtually eliminates the stretching of the surface. In addition, when using Unwrella fewer seams. Plugin can be used for texturing models of all types: both organic and objects created by human hands.

Download [4.20Mb]




0 Download Building Generator v6 & v7 - 3ds Max Plug-in

Building Generator plugin for 3ds max free download

Building Generator is a procedural building generator script for 3d Studio Max.

The script will work in 3d Studio Max 9 and above.

To run the script, click on "Maxscript-->Run Script--->Then click on the file.

Building Generator
Download the script here: Building Generator v.6 Building Generator v.7

NOTE: if you're using Max 9, make sure you have Service Pack 1 installed, or else the script will not work!

If you have feedback or suggestions for the script, don't hesitate to email me.

Also, if you've found a bug, please email me a clear description of the error, as well as the settings you were using when the error occurred.


View an example video on Youtube here: Fly-Through

Building Generator is a procedural building generator script for 3d Studio Max.

The script will work in 3d Studio Max 9 SP1 and above.

To run the script, click on "Maxscript-->Run Script--->Then click on the file.

For more up-to-date changelogs, visit the cgtalk thread.

v0.2 changelog:

-"Quick Build" function for windows. This can be enabled or disabled. Basically, what this does is....instead of re-building windows for every iteration of the script, it builds a few...caches them....and then uses them to construct the rest of the building. You can set a value to determine how many windows are manually generated before the cache is used. The lower the value, the less time it takes to generate a building however...you'll see repeating patterns of similar window configurations on the building. A good value I've found is about 5....and you'll see an overall speed increase of 40-60%.

-"Quick Build" function for path generation: this is really the coolest feature, I think. It's exactly like the quick build function for windows, only it caches and re-uses whole buildings. So....with the quick build function for path generation turned on, you can specify a number of buildings to manually generate and then the rest will simply be cached versions of those chosen at random.

If you have this turned on (combined with the quick build function for windows), this can change the amount of time it takes to generate dozens of buildings along a path from 10-15 minutes to a few seconds. (it's good to keep "redraw views" off when doing this)

For both window and path quick building, the object in the cache that is chosen is random, so if you set the quick build function for path generation to something like 5 or 6, you can instantly populate large areas with a randomized pattern of those 5 or 6 buildings.

-The next addition is the support for shape objects with more than 1 sub-spline. Now you can draw as many subsplines in a shape that you want, and the path tracer will use them all.

-Building elements are now better color-coded

-Building elements are now named properly (wall, ledge, door, etc)

-Buttons added to randomize all values or change them to default

-Adding a checkbox allowing user to specify whether or not to randomize detail checkboxes during path generation (as opposed to simply randomizing values). This way, not all buildings will have the same details

-Progressbar added to keep track of status during path generation

-Balcony and Railing geometry now cached and re-used instead of re-created during each iteration of the sim (this increases sim speed too)

Fixes:

-air conditioner checkbox not enabled when no windows enabled

-fixed cornerpillars protruding through ledges

-fixed scaling issue when "combine meshes" is turned on (this should fix the MR proxy problems)

-fixed bug with the pivot alignment of preview boxes

-fixed size/scaling issue of preview boxes

-preview boxes now overwrite old ones so that when you click preview only one set of preview boxes are generated

-fixed floating roof problem that was occurring sometimes

-fixed bug where railings would get deleted when "combine meshes" was on

-fixed bug where minibuildings would be too large for the roof they were on

-fixed bug where skylights would be placed on roof incorrectly if bevel was set to inverted

Future features:

-UV generation

-Material setup and generation for all building objects

Settings:




Example of a completed building :








Building Generator






Download the script here: Building Generator v.7

NOTE: if you're using Max 9, make sure you have Service Pack 1 installed, or else the script will not work!



If you have feedback or suggestions for the script, don't hesitate to email me.

Also, if you've found a bug, please email me a clear description of the error, as well as the settings you were using when the error occurred.









View an example video on Youtube here: Fly-Through

Building Generator is a procedural building generator script for 3d Studio Max.

The script will work in 3d Studio Max 9 SP1 and above.

To run the script, click on "Maxscript-->Run Script--->Then click on the file.





For more up-to-date changelogs, visit the cgtalk thread.

v0.2 changelog:

-"Quick Build" function for windows. This can be enabled or disabled. Basically, what this does is....instead of re-building windows for every iteration of the script, it builds a few...caches them....and then uses them to construct the rest of the building. You can set a value to determine how many windows are manually generated before the cache is used. The lower the value, the less time it takes to generate a building however...you'll see repeating patterns of similar window configurations on the building. A good value I've found is about 5....and you'll see an overall speed increase of 40-60%.

-"Quick Build" function for path generation: this is really the coolest feature, I think. It's exactly like the quick build function for windows, only it caches and re-uses whole buildings. So....with the quick build function for path generation turned on, you can specify a number of buildings to manually generate and then the rest will simply be cached versions of those chosen at random.

If you have this turned on (combined with the quick build function for windows), this can change the amount of time it takes to generate dozens of buildings along a path from 10-15 minutes to a few seconds. (it's good to keep "redraw views" off when doing this)

For both window and path quick building, the object in the cache that is chosen is random, so if you set the quick build function for path generation to something like 5 or 6, you can instantly populate large areas with a randomized pattern of those 5 or 6 buildings.

-The next addition is the support for shape objects with more than 1 sub-spline. Now you can draw as many subsplines in a shape that you want, and the path tracer will use them all.

-Building elements are now better color-coded

-Building elements are now named properly (wall, ledge, door, etc)

-Buttons added to randomize all values or change them to default

-Adding a checkbox allowing user to specify whether or not to randomize detail checkboxes during path generation (as opposed to simply randomizing values). This way, not all buildings will have the same details

-Progressbar added to keep track of status during path generation

-Balcony and Railing geometry now cached and re-used instead of re-created during each iteration of the sim (this increases sim speed too)

Fixes:

-air conditioner checkbox not enabled when no windows enabled

-fixed cornerpillars protruding through ledges

-fixed scaling issue when "combine meshes" is turned on (this should fix the MR proxy problems)

-fixed bug with the pivot alignment of preview boxes

-fixed size/scaling issue of preview boxes

-preview boxes now overwrite old ones so that when you click preview only one set of preview boxes are generated

-fixed floating roof problem that was occurring sometimes

-fixed bug where railings would get deleted when "combine meshes" was on

-fixed bug where minibuildings would be too large for the roof they were on

-fixed bug where skylights would be placed on roof incorrectly if bevel was set to inverted






Future features:

-UV generation

-Material setup and generation for all building objects






Settings:

Here is what the main UI looks like:


Below is a pictorial outline of how some of the main settings will affect the look of the buildings generated:



















































































































































































Example of a completed building :
Main Structure:
Building Edge Bevel:
Ledges:
Windows:
Extra Design Features:
Path Options:

 

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