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Sunday, May 11 / 2008

Texturing Scripts

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UV



  Downloads that aid in UV editing and creation in modo.

superUVTools_v2.66.zip - NEW 2008.04.30
96 kb
This script has a bunch of different UV tools. I mainly wrote it because I wanted level design to be a little easier in modo, and so I wrote a script to do the architectural uv-applications that we need. I'm still going to add more features, but right now it's got a LOT.

- Batch UV Applications: So you can perform UV projections to lots of geometry at once.
- UV Edits: Flip, rotate, scale, texture spaced UV movement, etc.
- UV Fits, 2D fits, 1D fits, 2d-constrained 1D fits, etc.
- UV alignments: align uvs to each other, align to uv borders, etc.

Full change list here for all updates

- Excellent instructional videos can be found on Seneca's website
Seneca Menard Link
modo 302

uvDestroy_v1.2.zip 2007.09.16
4 kb
This script is to delete all the vmaps in the scene. The reason why I use it so often is
because every time I build a model, by the time I'm done with the model and am ready
to create uvs, modo has created at least 10 junk UV sets (But now it's easy to nuke all of those in one click! ;).

By default, it nukes ALL the UV sets in the entire scene. If you want to nuke only the ones in the current layers, append "not_all_layers".
Seneca Menard Link
modo 301

uvWindow_v1.1.zip 2006.09.16
4 kb
This script is to either popup a new UV window or convert the window your mouse is over to a UV window. Oh, and it tries to select the UVmap for you as well.

- NEW WINDOW : Run script without any CVARs. Run script again to kill the window.
- CONVERT CURRENT WINDOW : Run the script with "convert" appended.
Seneca Menard Link
modo 301

uvMirror_v1.05.zip 2007.02.05
4 kb
A smart UV mirror, which mirrors the geometry/UV around the selected verts/edges UV position. To use, select an edge/verts and run script. Make sure to work only in one layer.

Update v1.05 - Fixed two major bugs in the script.
Unfortunatly I had to limit the usage to edge selections only because of headaches with modo scripting - it should get the job done nontheless and that's what counts :)
Ariel Chai Link
modo 202

uvTransfer_v1.0.zip 2006.06.12
4 kb
Transfers uv's between meshes with identical topology based on closest vertex. ideal for zbrush workflow when one wants to alter uv's in the middle of a sculpture.

Usage : First select source mesh with UV's, then add the target mesh without uv's to the selection, make sure texture is selected, and run script.
Ariel Chai Link
modo 201

shiftUV_v1.0.zip 2006.06.09
4 kb
Enables the ability to disconnect UV's without enabling tear off.

Place in modo user's scripts folder.

Map the macro to a key. I use the shift +\ or else shift +z would do. Then when in UV edit mode, select the polys, press shift +\(z) and you will be able to move the disconnected polys without the need to keep enabling tear off.
Philip Lawson Link
modo 201

fieldOfUVs_v1.0.zip 2006.05.24
4 kb

I had an odd desire to quickly loop through and add UVs to a field of grass, where using instances would probably be the best choice, this particular model had all polys... Hence the script. It will loop through every visible poly in the layer select connected and UV unwrap it, then hide that group and move on to the next.

By putting a Gradient on the material for them, and applying it to UV V you can get a nice gradient on each blade of grass, or more importantly you can put an image map on it and have each blade image mapped pretty easily.. .

Depending on how many seperate pieces you have to your model it may take a long time to run (it has a progress meter however). It will also not deal with blades that are at odd angles sometimes because it uses a generic initial projection.

Dion Burgoyne Link
modo 201

UVstoEPS_v1.1.zip 2005.04.02
4 kb
Here is an updated version of the UVsToEPS script that comes with Modo.

The script exports your current UVs to an encapsulated postscript (eps) file. Because they are exported in 'vector graphics' format, these files can produce clean texture templates at any resolution. The update
features:

1) A fix for scaling/shifting problems
2) Optional drawing of vertices
3) No more hollow disco vertex drawing
Arnie Cachelin Link
modo 103




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