Orc WIP

Depending on when you read this, you might see and orc/ogre as the background of this site. I modeled it ages ago but never got around to texturing it. Mainly because I’ve always been extremely shitty at texturing. I find it pretty difficult to paint in Photoshop on a 2D image and then imagine it on your model. Going back and forth always took me a lot of time and I never enjoyed doing it.

But I’m really finding my groove in Substance Painter. Painting directly on the model with the wide range of tools the program offers is extremely fun. Or, as I once described it some time ago:

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The name game

There are a gazillion renaming scripts out there… and now there are a gazillion + 1 renaming tools. If you’ve been using Maya for some time I’m going to assume you already have something to scratch whatever renaming itch you might have, but I decided to group the things I find I need the most. Feel free to use or abuse it as always 🙂

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A check up script you might find useful

If you’re working with different people, it’s always important to make sure that everyone follows the same guidelines. There has been many a time where I’ve worked with interns or other people who use wildly different settings than I do in Maya. By the time a model was ready for export, it sometimes wasn’t usable at all in Unity. And it wasn’t because that person did something wrong. It just happened because settings between artists weren’t the same. And that caused a lot of headaches further down the line.

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Finding utility nodes through script

My buddy Toby approached me this morning with an interesting question: is there a way to list all utility nodes currently in the scene through code? I assumed he already Googled it himself, but I nevertheless did the same thing. As it turns out, either no one has really asked the question or nobody came up with a very good answer. In a thread from 8 years ago on CGTalk someone suggests making a helper function, check every node in the scene against this helper function and return the type of node. It requires you to hardcode every type of utility node and doesn’t allow for much flexibility. This was probably around the time that Maya 7.0 was the latest version and I really don’t remember much from those days, so maybe this was the most efficient solution back in the day.

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