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Ornatrix v5.1.8 for 3Ds Max 2012 to 2018

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[ #3dsMax ]
EPHERE Inc released its hair fur creation tool - Ornatrix v5.1.8 for 3Ds Max 2012 to 2018

>> Creating Lion Fur using Ornatrix for 3ds Max

Changes for v5.1.8.11654 are:
- Adds face center distribution to 'Guides from Surface' modifier
- Optimizes curve diagram sampling code to increase procedural hair evaluation and rendering speeds
- Fixes a crash when changing interpolation guide count after 'Remember Roots' is on in HFG
- Fixes 'Edit Guides' brushing not working when object's pivot is moved
- Importing Ox hair to a scene with different system unit now works properly
- Fixes mapping channel ids not being handled properly globally
- Fixes the curve control sometimes creating points by dragging an existing point

Availability

Ornatrix is available for Max 2012 to 2018 and costs $499. A demo version is available here.
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Golaem 6.0.1 for Autodesk Maya 2015 - 2017

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[ #Maya #Crowd #Golaem ]
Golaem announces Golaem 6, giving Crowd TDs more accesses under the hood of the simulation engine. They can now customize the way characters perceive and react to their environment, giving them custom Artificial Intelligence capabilities. Other additions include an Emit/Kill behavior, a behavior for Traffic Simulation as well as some improvements on the acclaimed Golaem Layout Tool.

These new features are based on user feedback and requests, Golaem being used by renowned studios on more and more demanding projects: Pirates of Caribbean by Atomic Fiction, Halo Wars 2 by Blur, Hacksaw Ridge by Slate VFX, Captain Underpants by Mikros Image, Game of Thrones...

Some of them are featured in Golaem latest showreel



>> See Also: Golaem Crowd Beginner Quickstart Tutorial


Golaem 6 has been beta tested for several weeks, with some production shots already released. The following video demonstrate the new features available in this version

Perception: Customize the way characters are aware of each other’s
Characters perception is now totally customizable and enables to choose which other characters or obstacles are taken into account. For example soldiers can now feel that the soldiers in front of them are moving forward and start walking to follow them. On the other hand, they will ignore the cavalry soldiers around.


Channel Operators: Give a brain to your characters
Building on the new perception abilities, character’s behaviors can be totally customized by using low level building blocks called Channel Operators. Around 100 channels (e.g position, speed, distance to target…) can be used to feed a graph of operators outputting a new character speed and orientation or controlling its animation.
It is now possible to create custom hide, seek, flank… behaviors and let characters find their own way into the scene. More realism can be added into scenes simply by enhancing the character’s logic, for example getting characters to do a shoulder motion when crossing another one.


Customizable Transitions: Build animation state machines
Transitions between motions can now be precisely controlled. Users can now customize the starting point and duration of a transition. The user-friendly Transition Editor displays the compatibility between each motions at a given time to make setup easier, and includes an automatic assistant.
These new transition makes it possible to build state machines with in-between motion transitions like walk -> walk-to-run -> run for an even better animation quality.


Emit / Kill behaviors: Summon or dismiss characters at will
Characters (or arrows, cannonballs…) can now be emitted from a Golaem Placement Tool or relatively to another character. This is very handy for shooting arrows, creating fragmenting munitions or emitting people from buildings exits. A new Master/Slave mode enables to make them sticky (like arrows on a shield for example). It is also possible to remove characters from simulation when they are out of view or not needed anymore.


Traffic Behaviors: Add traffic to your virtual cities
There is no good city landscape shot without hundreds of cars driving around. The new Traffic Behavior enables to create populated roads in minutes. The road network can be drawn from Maya curves and Golaem will automatically create lanes and traffic lights. The Traffic Behavior will automatically put cars on lanes and let them wander around or reach a given target.


Layout Tool Improvements: Layout or retake your scenes
The Golaem Layout Tool is highly praised by studios as a way to efficiently retake scenes, create new ones from existing simulations or simply layout scenes. It saves lot of time in shots production and greatly simplifies the production workflow.
It now includes the possibility to move characters, delete them, offset their animation, change the animation speed, edit props & shaders, and so on. A Trajectory Edition mode has also been added in order to tweak trajectories manually, or benefit from automatic avoidance when layouting several characters from scratch. Last but not least, it is now possible to snap an object or a character to a Golaem Placement Tool, which makes scattering objects around a scene even more convenient.


Extensibility: Integrate Golaem in your pipeline or build tools around itThanks to its deep integration in Maya and an extensive set of MEL/Python commands, Golaem can be integrated in a feature film workflow with a minimal amount of pipeline development. It provides advanced display capabilities in the viewport (supporting up to 16 shadowing lights and customizable via GLSL). A C/C++ (and soon Python) development kit is provided for building tools around its simulation cache format.
The possibilities offered by the Golaem Layout tool coupled with the site license pricing allow to make the Golaem simulations available to the whole studio, with shot production capabilities without a single line of pipeline to be written.


The complete release notes can be found here: http://releasenotes.golaem.com

Availability

Golaem 6.0 is available now for Maya 2014 and above, running on 64-bit Windows XP+ or Linux.
A new perpetual lience of the full software costs $9,000, while Golaem Layout costs $1,800, and there is also a range of rental options. You can see a comparison table of the two editions here.

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Anima 2.6 for 3ds Max and Cinema 4D

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[ #AXYZ #Anima #Animation #Crowd ]
AXYZ design has released Anima 2.6, the latest update to its crowd animation tool for 3ds Max and Cinema 4D included a new FBX Background Importer has been implemented with support up to FBX 2018.

Highlight features:
• anima: A new FBX Exporter is now available from the “Export 3D Scene” option! Presets for exporting to Autodesk 3DS Max, Autodesk Maya, Maxon Cinema 4D, Newtek Lightwave, SideFX Houdini, Blender and Epic Unreal Engine 4 have been included.
• anima: A new FBX Background Importer has been implemented with support up to FBX 2018. This new importer should offer higher compatibility and much faster conversion times!
• anima: The project scenes panel on both anima and the Plugins has been improved with some clearer visual style and functionality. Toggling which scenes are open on the Plugin is now indicated by double-clicking on scenes instead of just selecting them. A warning indicator when the scene version and the application version is not compatible has also been added.
• anima: Multi-threading for loading backgrounds has now been implemented! A cache has also been added to make loading scenes much faster once the background has been calculated once. Backgrounds will also no longer be re-calculated from scratch when modifying them on the 3D Viewport or the properties panel. This should make fixing issues like incorrect units or alignments much easier.
• anima: The background importer will now auto-center the imported geometry by default. It will now use the vertex and polygon density of the scene instead of the bounding box to calculate the new center. This should provide much better results in general when importing large scenes.
• anima: An auto-rotation toggle has been added to the FBX Actor and Motion importer. You can now disable the importer’s auto-rotation if necessary.
• anima: A new shortcut for Zoom on selection has been added. Refer to the button’s tooltip for the key combination.
• anima: An Open Project button is now available from the Welcome Screen for quicker access to browsing for a project file.
• anima: Double-clicking on the online shop’s products should now add them to the shopping cart.

Read a full list of new features in Anima 2.6 in the online release notes

>> See Also: Creating Animation People Walking on Escalators and Moving Walkways with ANIMA 2

Related video:



Availability

Anima 2.6 costs €249 for Anima Pro version and free for download with Anima Lite version.

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UDIM Importer for Zbrush

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[ #ZBrush4R8 #Modeling #Download #Sculpt ]
UDIM Importer for ZBrush 4R8 will allow you to import and apply multiple UDIM displacement maps. With ZBrush 4R8 ability to import 32bit maps is possible, which means that we can now properly import and apply displacement maps. However, one thing that was missing is the ability to work (easily) with multiple UV UDIMs.

So Jake Harrell has put this tool together that enables users to import multiple UDIM displacement and apply it any mesh. When importing the displacement maps, the plugin creates a new layer for each UDIM with the option of merging these layers into one once it's finished (Default).
It's currently WIP and may have bugs/issues still unresolved. This plugin is for 4R8 and above only. Click here for more information on the plugin.

>> See Also: Sculpting Rocks In Zbrush

How to use:
Map naming must be: *UDIM.EXT. So as long as your maps end in a UDIM sequence (1001, 1002, 1003, etc) then you're good to go IE: map.1001.exr or map_1001.exr.
-Set your map resolution using the slider in "Map Settings".
-Set your preferred "Intensity" using the slider in "Displacement Settings".
-Hit "Import Displacement", then select your maps.
-You should then see ZBrush ticking through and applying maps.
-The UI may freeze, but it'll come back once complete.

Availability
The plugin is currently available for Windows and can be downloaded from HERE. The tool is free to use for commercial and non-commercial.

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Kitbash Blender for 3ds Max

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[ #3ds Max #Modeling ]
John Martini is working on creating the Kitbash Blender plugin for 3ds Max which would allow users to make extrusions and create voids on objects by simply projecting the profile of a geometry onto that object. The tool was inspired by Polystein Kit for MODO and MeshBlend for Maya.

The video below demonstrates a quick sample of what's to come and gives a glimpse into the power of Kitbash Blender.

>> See Also: Anima 2.6 for 3ds Max and Cinema 4D

Availability
The plugin is currently under development and John Martini is looking for beta testers who could help him improve the plugin performance.
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ANIMA 2.6.1 for 3ds Max and Cinema 4D

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[ #Maya #Cinema4D #3dsMax #Anima ]
AXYZ design has released Anima 2.6.1, the latest update to its crowd animation tool for 3ds Max and Cinema 4D.

Changes in Anima 2.6.1
• anima: Fixed an issue where the simulation would crash under specific conditions when using individual path locking and clustered actors.
• anima: Sped up significantly the geometry surface detection process by implementing multithreading to it.
• anima: Fixed an issue where the scenes panel would crash if a rename action was active before performing other actions.
• anima: Fixed an issue where geometry with coplanar polygons would not be detected properly as a surface.
• anima: Fixed an issue where the exporter module would not work correctly if the scene was cropped.
• anima: Fixed an issue where project packs could not be imported when a project wasn’t open already.
• anima: Fixed an issue where the minimum value would not be displayed correctly for some sliders in the properties panel.
• anima: Fixed minor style issues to make the user interface more consistent

Read a full list of new features in Anima 2.6.1 in the online release notes

>> See Also: Anima 2.6 for 3ds Max and Cinema 4D

Related video:


Availability

Anima for 3ds Max and Cinema 4D costs €249 for Anima Pro version and free for download with Anima Lite version.

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Download Animation Nodes 2.0 for Blender

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[ #Animation #Blender #Parametric ]
Jacques Luck has released a new version of Animation Nodes 2.0 - the free parametric animation add-on for Blender, bringin significant speed optimizations, features designed for motion graphics with various of falloff effects, text animation options.

Cython
Vectorization

Falloffs


You can read the release notes for more details.

>> See Also: Download Blender 2.79


Availability

Download the latest version of Animation Nodes 2.0 from Github.

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Toolchefs Atoms Crowd for Maya and Houdini

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[ #Maya #Houdini #Crowd #Animation ]
Tool Chefs has released a Features Sneak Peek video for Atoms Crowd for Maya and Houdini. A new tool takes aim to make crowd animation available to anyone. Atoms claims to make the process for making simulations even easier with just few clicks.


Easy to Use
With Atoms Crowd you can layout your shots in several ways and run your first simulation in just few clicks
Animation Quality
The simulation is completely skeleton based for great animation quality!
Customizable
Full control on every single entity in the simulation!
Abstract Skeletons
Atoms Crowd supports characters with any number of legs!
Hybrid Workflow
Atoms Crowd supports multiple softwares and each integration shares the same workflow!
Pipeline Integration
C++ and Python APIs!

>> See Also: Crowd Simulations in Houdini 15



More information can be found on ToolChefs, and at Siggraph Booth SG9

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FaceBuilder for NUKE

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[ #Nuke #Modeling #3dModel ]
FaceBuilder is a very fast and easy to use tool for building 3D models of human’s face or head based on just a few photos.
It's a Foundry Nuke's plugin and a part KeenTools plugins suite. FaceTracker is in beta for Nuke 8 and above, running on Windows, Linux and macOS.

>> See Also: Simulating Physically Accurate Depth of Field in Nuke

Availability

FaceBuilder is currently available as a free download as part of the KeenTools product bundle, along with a 15-day trial of GeoTracker, KeenTools’ advanced 3D object tracker for Nuke.

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MeshInsert for 3ds Max 2013 - 2018

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[ #3dsMax #Modeling ]
Mesh Insert is a new 3ds Max plugin inspired by Polystein for Modo. It speeds up your modeling process by replacing face selections with an asset from your library.

Features :
• Main Path and quick subfolders access.
• Create & share your own Assets library.
• Quick asset export.
• Visual library.
• Resizable window and icons.
• Automatic Filtering depending on your face selection.
• Curvature deform (deform your asset on the surface of the mesh).
• Height adaptation.
• Perfect mesh weld and blend, to keep a perfect edge flow.
• Great for hard mesh and organic modeling too !

>> See Also: Stitching with Displacement In 3ds Max

Availability

MeshInsert is available for Max 2013 to 2018 and costs €29.75.

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Polystein Kit for Modo | v. 2.7 Free Update

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[ #Modo #Modeling ]
The Pushing Points Polystein Kit is a MODO KIT consisting of an array of all-quad SubD mesh presets that can be seamlessly added to a model making mesh detailing incredibly easy. This powerful toolset positions, scales, orients and auto-stitches these mesh presets to your active mesh relieving you of the tedious process of doing it manually.
Want to use your own meshes with the Polystein Kit? Use the Polystein Preset Creator and within minutes you're up and running. From vehicles, characters, weapons, environmental models and more, the Polystein Kit is a perfect addition to your modeling toolkit.

>> See Also: The Pushing Points MOP Booleans Kit for MODO 11

Availability
The Pushing Points Polystein Kit can be downloaded for $99.
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SiNi Software v1.05 for 3ds Max 2014 - 2017

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[ #3dsMax ]
SiNI Software are developers of Autodesk 3DS Max plugins and tools focused on speed and workflow efficiency. SiNi Software v1.05 for 3ds Max 2014 - 2017 is now available with IgNite, SiClone, SiNi Forensic, Scatter
Changes for v1.05 are:
- IgNite - Adds mini dialogs to allow you to open up certain parts of IgNite individually
- IgNite - Fixes a memory leak issue
- STD Tools - Fixes an issue that allowed you to rename objects if no text was present
- STD Tools - Fixes a modifier issue on Replace/Instance/Glue Objects
- Scribe - Updates spinners to work in all unit measurements
- Scribe - Updates the Outline Spline function
- Scribe - Updates the Optimize Spline function
- Scribe - Updates the Subdivide Spline function
- Scribe - Updates the Curve to Corner function
- Sculpt - Adds radio buttons to Explode & Attach (Auto/Mesh/Poly)
- Sculpt - Fixes a negative scale issue in Explode & Attach
- Sculpt - Fixes a material issue in Attach Objects
- Sculpt - Speeds up Explode by Elements by 200%
- Sculpt - Explode by Material now separates the material per object
- Jumble - Updates spinners to work in all unit measurements
- Illumi - Fixes a crash on unknown renderer for 2016 and below
- Illumi - Adds arrow key functionality for the HDRI list
- Illumi - Adds spinners to control settings
- Forensic - Fixes an issue on CAD Block delete if there was more than one CAD Parent
- Forensic - Fixes a crash if the scene includes NURBS curves
- Adds new Jot Notes plugin for adding notes directly to 3D models, similar to a PDF
- Jot Notes can add notes to single and multiple 3D objects and groups
- Speeds up Bulk ProxSi Display by 500%
- ProxSi - Changes the way Display Mode works (more accessible/ MAXScriptable)
- ProxSi - Fixes a mesh issue when reading the external file
- SiClone - Fixes a spelling mistake on 'Export to Geometry'
- SiClone - Fixes an issue where Export is disabled if only Sweeps were selected
- SiClone - Fixes an issue where sweeps wouldn't follow a splines rotation
- SiClone - Resolves Sweep UVW mapping

Availability


SiNi Software v1.05 for 3ds Max 2014 - 2017 costs £180 per year. A demo version is available here
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Thinkbox Deadline v9.0.6.1 for 3ds Max 2010 - 2018

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[ #3dsMax ]
Thinkbox Software has unveiled the new update of Deadline - a hassle-free administration and compute management toolkit for Windows, Linux, and Mac OSX based render farms.

Thinkbox Deadline v9.0.6.1 Features:

- Task stats from pre / post Job scripts are no longer included when calculating job statistics
- The Repository installer now creates the 'custom/submission' folder in the Repository
- Fixed a bug in the Monitor Filter dialog that stopped it from showing the filters properly
- Removes references to the Pulse Web Service in the User Options dialog
- Fixes various Monitor submitter regressions that stopped them from working properly in 9.0.5.0
- Creating Limits with Usage Based Licensing enabled now needs a License Application selected
- Slaves now properly detect when 3rd Party Licensing settings in a loaded Limit have changed
- Fixes a bug that stopped Slave Events in the Sandbox from properly generating error reports
- Fixes a regression that could prevent the Slave from querying its own IP address in 9.0.5.0
- Fixes a bug that caused the Proxy Server to use 100% of a single CPU on Linux and Mac OS X
- During job submission, Deadline now checks the return value of the OnJobSubmitted event
- Fixes a typo in the GetSlaveExtreInfoKeys() function
- Adds support for Clarisse 3
- Adds the ability to pass all renderable images when using the Clarisse integrated submitter
- Dependent Houdini jobs now maintain the task concurrency and Redshift thread settings
- Updates the Unreal Engine plugin icon
- Fixes a regression in the Shotgun event that prevented the UI from loading configuration data
- Fixes a regression in the Spot event plugin that stopped it from working properly in 9.0.5.0

Availability


Thinkbox Deadline v9.0.6.1 for 3ds Max 2010 - 2018 costs $185 per node. A demo version is available here
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Eddy for Nuke | Simulation tool Nuke

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[ #NUKE ]
Developed by VortechsFX, Eddy is both a fluid solver and an unbiased volumetric renderer for Nuke, which allows for simulating gaseous phenomena, and rendering of VDB caches directly inside of Nuke

>> Join Eddy for Nuke Group
it is also a physically-based volume renderer and compositing system, Eddy for Nuke enables the compositing or effects artists to build and simulate the effect they need directly in Nuke's 3D space, and then physically render it into Nuke's 2D view. The software is capable of deep data output and interactive simulation and rendering. To help with data management and playback, the simulation data is automatically cached, and reading and writing out manual caches is supported.
>>Simulating Physically Accurate Depth of Field in Nuke

Eddy also can read in caches from other software such as Side Effects Houdini, and then shade, physically light and render the volume effects inside of Nuke

Eddy runs entirely on the GPU and with optimised Python scripting - EddyScript, it is compiled and run as CUDA code on the GPU, which allows users to customise the solver, write expressions to modify fields and effects, or create shaders and rendering templates inside of Eddy.

Availability


Eddy for Nuke is to be released at Siggraph 2017. More details can be found on vortechsfx website
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InstantRig v1.1 for 3ds Max 2014 to 2018

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[ #3dsMax #Rig #Animation #Character ]
InstantRig is modular auto rigging system for 3DS Max users. It helps riggers to create flexible, animator friendly and production quality rigs in minutes. Instantrig allows everyone to create all kind of creature rigs! Simple interface makes rigging easy for newbies. Everyone can create rigs like a pro.

Features:
• Fully Scalable: Rigs can be scaled up or down from root controller.
• Free Chest: Chest stays in place if parent controller moves, rotates or scales. As default chest moves with parent controller.
• Rotation Absolute/Relative: When “Free Move” disabled, chest orientation is affected from its parent rotation depends on slider value
• Pivot Self/Parent: When “Free Move” disabled, chest controller can be rotated between self and parent pivot depends on slider value.
• Curve Weight: Distributes spine bone tan weights between top and bottom controllers. Spine bones follows more or less spine controllers depends on slider value.
• Spine Squash: Spine bones squashable depends on slider value.
• Constant Space: Spine bone positions are distributed equally or bezier between top and bottom controllers.
• FK Arm Absolute/Relative: FK arm orientation is affected from its parent rotation depends on slider value.
• Soft IK: It prevents IK arm or leg from poping.
• Pole Snap: Knee or elbow sticks to IK pole controller depends on slider value
• IK/FK Match and Switch: It blends or snaps between IK and FK controllers.
• Arm Squash: Twist bones squashable depends on slider value.
• Curvy Arm: Arms and legs can be curvy depends on slider value. Twist bone positions are distributed equally or bezier between top and bottom controllers.
• Twist Orientation Up/Down: Twist bones follow orientation of child or parent bones depends on slider value.
• Stretchy FK Chains: Bones stay in place or reaches to its controller depends on slider value.
• FK Chain Absolute/Relative: Chain orientation is affected from its parent rotation depends on slider value.
• Dynamic Spring Parameters: It makes chain dynamic.

>> See Also: Skinning a Rigged Character in Maya

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Meta Mesh 1.10 plugin for Lightwave

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[ #Lightwave #Modeling ]
Developed by 3rd Powers, Meta Mesh is a powerful modeling tool that suggests a new modeling technique by allowing you to interactively weld and hollow out your object in the viewport. With Meta Mesh, you can easily weld and hollow out SubPatch objects without spoiling models, as if by editing Metaball, just like a perfect metal worker. Meta Mesh could potentially advance your modeling workflow.

>> See Also: The Next LightWave 16 Performance Optimizations


Availability

Meta Mesh is avaiable for $88 on 3rd Powers's website.
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Download Houdini - SmoothBooleanSeams Additions

Download TerrainAxe for 3ds Max

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[ #3dsMax #Modeling #Environment ]
TerrainAxe is a landscape 3D modeling toolkits for 3ds max ,which was writed with MaxScript and mainly contains a lot of polygon tools and some other common functions. With TeerainAxe, you can save a big amount of time, optimize your 3d models and construct excellent topology, etc.

• A new selection tool ,SameDirFaces,was added,which can select faces that has same normal as selected face
• RoadlineSys:Road Width parameter can be got after creating road lines.
• The width of road shoulder can be adjusted
• One way road lines can be chosen , median width can be adjusted.
• Fixed a bug that make road lines creating failing at top level of sub-objects.
• ClearDupShps,fixed a bug that duplicated splines can’t be cleared.
• MoveOnDir can work normally.
• AdvArray: The mid-points of ring edges can be used as path to array objects.
• CapEdges:Before,the new polygon can’t be created if endpoints of border share on same edge,but now can.
• MoveVerts:Supplied an option to ignore border vertices when moving vertices.
• Web license type :fixed a bug that can cause TerrainAxe disable when another new 3dsmax window is opened.

>> See Also: 3ds Max's tutorials


availability

Download TerrainAxe for 3ds Max

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Unwrap Pro 1.0 for 3ds Max

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[ #3dsMax #Texture ]
Developed by Marius Silaghi, Unwrap Pro is a 3ds Max plugin which unwraps meshes while producing low distortion, overlap-free, weighted density UVs unlike the 3ds Max Peel command which produces overlapping uvs with high area distortion.

Some of the benefits with Unwrap Pro
• Save time and energy while unwraping meshes by not having to worry about distorted or overlaping UVs.
• Use vertex colors or soft selections to increase the pixel density of important features.
• You don't have to manually edit or pin UVs to produce great results.
• Fast high quality UVs at a button press.

>> See Also: Download TerrainAxe for 3ds Max

Availability

Unwrap Pro is available right now for only €100

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XRemesher 1.0 for 3ds Max

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[ #Modeling #3dsMax ]
Jerome Moab has released a free re-meshing script for 3DS Max based on the Instant Meshes library. Two re-meshing processes are available: the first one is a batch process where you use the command line mode of Instant meshes (Quick re-mesh, less options....), next one where you send and open the mesh inside Instant Meshes... that way you can better tweak the final result by using the orientation & position brush (tweak edges loops for quads output ie).

>> See Also: SiNi Software v1.05 for 3ds Max 2014 - 2017

Availability

Download XRemesher 1.0 for 3ds Max

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