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Darkbladecr
12th Jun 10, 3:58 PM
Thanks to Halftrack for the suggestion.
I found very little use for the Multi Tool from Relics tool pack, however I have just been introduced to the power of the occlusion tool that it posses. This is the quick and easy answer to modelers/textures for getting a proper and high quality occlusion map along with the proper UV map.

It is simply a matter of pressing about 4 buttons, and you have yourself a rendered occlusion map and a 2nd Channel Map UV setup! Its great! :slow:

example of a rendered map:
http://img409.imageshack.us/img409/7474/testrendercopy.jpg

Anyway I highly suggest modders check this out, will save a lot of time! - condense selection tool is very helpful as well!

Download >>>HERE (http://www.mediafire.com/?e0zzwonxqnq) <<<
Download Mirror >>>HERE (http://rapidshare.com/files/411272055/Using_the_Multi_Tool.mp4.html) <<<

Enjoy,
Darkbladecr

Celution
12th Jun 10, 4:10 PM
Great stuff, once again:D.

D_FAST
13th Jun 10, 5:26 PM
I found this along time ago, but great stuff none the less. another tool thats come of great use to me, is the Invailid UV Checker.
Helps in finding them on your models. I couldnt find some due to the vertexs being welded in my uv map,others i have found are faces added to a mesh after words like "capping a border" that wont have any UVW's. All sorts of nefty scripts inside ../relic/bia/scripts/ i evem seen things to deal with "attributes"

load your reference.max file Make sure the probem mesh in question, is editable poly
select the utility panel
selct maxscript
Open Script >> browse for ../relic/bia/scripts/misc/coh_unvalid_uv_finder.ms
run the script.
selet your mesh
hit the find porblem faces
selct poly edit mode and the bad uvs should be highlighted/selcted
apply a uvw map modifier and flatten them and adjust them.

Darkbladecr
13th Jun 10, 10:59 PM
Yes that is one that I use. There is also the GUI tool for it under the toolbar.

I posted this as recently some people were comenting and having problems with channel 2 creation etc...
So this seemed appropriate :)