Tagged 'MCG'

Weaver Modifier

4 votes

Modifier creates realtime topology based weaving geometry.

  • Works on tris/quads/n-gones.

Update: Version 2

MCG Knit

4 votes

Simple knitting pattern with MCG.

Ver 1.01: with Grow available for the price of a beer....MY beer...

MCG Pixelize Spline

4 votes

Ver 1.02: allows Custom Pixel. This version is available for $5 USD. Please email [email protected]

Framer Modifier

1 vote

3dsMax topology based frame modeling modifier. Procedural tool for frame like structure creating. Useful for creating facades, structures, grids, furniture, patterns and more.

Inset/Bevel/Extrude Poly

4 votes

BevelPoly Compound enables you to extrude, outline and inset the provided Poly (TriMesh). It can keep or delete the original surface, which might be used to create only the border quadstrips. The package includes all the compunds it depends on and an example modifier shown in the gif:

MCG BraidGen

5 votes

Long story short, Braid tute from Kevin John, maxscripted by Trebor777, mentioned on MCG FB by Swordslayer....I reinterpreted it with my own eyes and MCG...cos I couldn't understand much maxscript...

Because of lots of twists and turns, I found the best way is to set the BraidGen Interpolation to 0, then use with a Sweep with Banking OFF, then TurboSmooth on top.

Ver 1.01: added Grow options, please see video.

VA CloneOnCurve

5 votes

An extended version of the (AClone on curve) modifier that ships with 3ds max, this one adds the ability to read multiple curves per shape and distribute the clones based on the size of the mesh.

Update 1.1:

The new update brings the ability to control the number of clones incrementally, and if you edited the first point in your shape you can control were the clones start to appear of finish.

Regards

SphereClone

6 votes

HyperClone

10 votes

MCG Randomize Elements

1 vote

Pretty basic modifier to randomize mesh elements, the difference from the existing ones is the possibility to specify an upnode, which serves as a reference system for all the transformations. That means that XYZ rotation are then parallel with the object's axes, same with translation and scale.

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