TexTools: Toolbox for the texture artist

237 votes
Version: 
4.10
Date Updated: 
07/09/2010

Documentation: http://www.renderhjs.net/textools/


What is it:
A collection of tools that helps any texture artist with UV and texture related tasks. The main philosophy is to shorten typical steps into simple context sensitive single clicks. You don't need administrative rights, just drag the MZP file into the viewport and let it install itself into your 3dsMax user folders.

Most scripts are developed by me, I asked some people however to share their scripts and let me include them.Note that the scripts are free to improve, change, use for your own, just include the credits should you repackage anything. I stored each tool into a self contagious *.ms file so it should be easy to explore and extend the scripts for your own needs.

visit
http://boards.polycount.net/showthread.php?t=69736
for more information and discussion

Additional Info: 

Installation: Just drag the MZP file into the viewport and install it from there. All files will be stored in your local 3dsmax userfiles so you don't need any Administrative rights to install it.

 

This 3dsmax user folder is usually located under:
C:\Documents and Settings\user\Local Settings\Application Data\Autodesk\3dsmax\2010 - 32bit\enu\ 

The installation will create a folder within the 'scripts' folder called 'TexTools' in which it will copy all the TexTools files that are needed. Four icon files will be copied into 'UI\usericons' for the macroscripts. Should the installation fail for some reason a prompt window will show up with a instruction on how to copy the files manually to get TexTools running.

Roadkill needs to be downloaded separately from:
http://www.pullin-shapes.co.uk/page8.htm

Version Requirement: 
9, 2008, 2009, 2010, 2011
Other Software Required: 
Photoshop (optional for opening textures in PS), Roadkill for the RK functionality
Video URL: 
AttachmentSize
TexTools_4.10.mzp439.94 KB

Comments

Comment viewing options

Select your preferred way to display the comments and click "Save settings" to activate your changes.
q378719579's picture

me too.

me too.

Graph's picture

i've encountered an error in

i've encountered an error in the alignment function fn_texTools_transform_align_selection

the polyOp crashed because it was operating on a mesh, you should maybe get the type of the node and set cases for Poly and mesh

appart from that verry nice toolSet

Raphael Steves

smer's picture

when i drag

when i drag TexTools_2.91.mzp to max 9 or max 2010,
it always have an error.

TexTools 2.91 error01

what is i must to do?

renderhjs's picture

smal bugfix with 2.91

smal bugfix with 2.91 (linear macroscript has been fixed)

also the TexTools documentation has been updated with animations to all new tools:
http://renderhjs.net/textools/

renderhjs's picture

added 2 new things in v2.8a

added 2 new things in v2.8a new UV split method to split your UV based on the smoothing groups of the model: another tool to simplify the spline mapping (2009 only!!) there are some things of this release not yet done like the pixel input transform floater and some stuff of the peel mapping script which is why I would flag the release as rather experimental.

renderhjs's picture

@Cathodeus: 1.) forcing

@Cathodeus: 1.) forcing defaults (openen UV-editor): eventually yes- though still if you open it the regular way in 3dsmax it should come with your stored default settings.

2.) linear line up script: yes thats possible, usually I take the right mouse button for alternative modes. I will change the code so that in the next release right mouse click will snap lets say in just 15° instead of left mouse click 90°.

3.) snap panels to UVunwrap window: yes already taken care of:
http://www.youtube.com/watch?v=h4JoseptQ-8

@cecofuli: taken care of, will be fixed in next release, thx.

besides those things I have started experimenting with a new floater that will allow pixel unit wise transform type in for selections.

cecofuli's picture

Hi,   if you open the

Hi,

 

if you open the script, without any mesh selected, and click the "WIRE" buttom, textools gives an error :)

Cathodeus's picture

@RENDERHJIS Hello

@RENDERHJIS

Hello man,

Congrat for your work. I'm using your plug in everyday now. Before uving was a nightmare but now i'm happy with it.

That's why i'd like to donate you money. Not a lot but you're making things easier for us, your script is evolving fast and without too much bug. The ui is really nice and user frinedly. If you put on your website a paypal donate system i'll be happy to encourage you.

Got new questions for you or wishlist :

-I'm now openings the uv editor only with your tools it's faster and force the autodesk options :-) but i'd like to have my own settings (like grid spacing, and grid colors). Can you provide to users the ability to setup those parameter into the setup options of your script ???

-I love your "make uvs linear button" but today i was making linear diagonal uvs but they were under the 20 degree threshold so the script maked it vertical :-)
Is it possible to have vertical and horrizontal linear uv with clicking the script button. And diagonal linear uvs with shift+cliking the script button. Sorry if it's not clear.I think that will be better than new buttons into the ui. The ui is perfect actually : Not to big. With a perfect button size.

-Is it possible to let stuck your script window with the UvEditor window. Like it when the user move the uveditor window textools will fallow the window.

-I think that two checker are enough the max version and the all colored numbered version (The green and bleue one is too much). When we must pass from shader to checker we must click 4 time. Saving one click will be really nice ^^.

Thanks a lot man.
Hope autodesk will buy and integrate you script into the next realase.

scumworks's picture

KILLAR WORK Render!

KILLAR WORK Render!

fajar's picture

everyday I follow this

everyday I follow this script development and everyday I got good surprise from this script too.....Good work and good speed of work!!

Thank renderhjs !!

Comment viewing options

Select your preferred way to display the comments and click "Save settings" to activate your changes.