TexTools: Toolbox for the texture artist

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Date Updated: 

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.

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:

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


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renderhjs's picture

updated the post with

updated the post with version 2.5


unfortunately I cant proper edit the documentation page with all the new bake types atm. because my apartment is already empty (moving). I covered that for the ones that are interested in my previous posts, I will update the whole documentation sometime later.
New added are:

  • baking types:
  1. Element blocking
  2. Smoothing Groups blocking
  3. Material ID blocking
  4. Ambient Occlusion
  5. Light Tracter Advanced Lightning (clay render)
  6. Cavity Map
  7. Hard Eedges (smoothing group edges)
  8. Transver UV layout
  • mirror tool: seöect either 1 edge or edge loop selection to average booth sides. Or select just 1 half of the shell as face selection to mirror it to the other side.

 other changes are all about bugfixes like opening texture in Photoshop (only if file exists on disc) or some Texel pick and apply tweaks so that they work with float values instead of integers (more preciese).

And the peltmap can now be triggered also with just 1 edge selected as it will then edgeloop that edge selection cut it there and try to pelt- stretch the associated shell.

Ankebut's picture

very nice...i really cant

very nice...i really cant wait anymore...especially the mirror function is really useful...please release it :D

renderhjs's picture

well who knows ;) smal

well who knows ;) smal overview of the blockout map types: 


Ankebut's picture

it would be very nice if you

it would be very nice if you could release 2.5 as soon as you can...hope before moving to australia :)

renderhjs's picture

as for next version, don't

as for next version, don't know. I am about to move to Australia within the next weeks so stuff is tight and I can't predict much.I do however try to offer some time whenever I can on this project.

Aside from smal fixes at the moment I am workingon a re-design for the baking maps  interface as well as some additional maps you can bake:


the light Tracer results are similar to the ones used here:



Symmetry still needs more tweaking and bug checking, I dont want to release a buggy version of that.

There is a smal gif animation of how I did it:


Ankebut's picture

@RENDERHJIS: When do you

@RENDERHJIS: When do you want to release the version with the symmetry feature? I hope soon!

Keep up your great Work and many thanks for your efforts.

IN_human's picture

symmetry seems to be

symmetry seems to be working Smile

renderhjs's picture

will have a look at it next

will have a look at it next week, see what you changed and if I should apply it.Meanwhile, not posted here before, I worked on 2 other things: 

edge/ worn map rendering:


IN_human's picture

ok, here's my first serious

ok, here's my first serious mod


All changes are about pick/set texel density tools:

  1. geometry and mapping densities were treated as integer numbers o_0, as soon as this is "a bit inaccurate" now densities are treated as floating point numbers. Density values are saved within scene, so you don't need to pick them everytime you open your scene or restart script(uv_toolbox_2.23.ms)
  2. Pick tool now working with any type of mapped geometry, not only epoly. It now calculates densities for selected faces only (if there is a face selection). It will not close UV editor window if one is open. (fn_20__texel_pipette.ms)
  3. Set tool now working with any type of geometry with unwrap UVW modifier assigned. It will not close UV editor window if one is open. Right now it works only if one object is selected, unwrap UVW assigned and faces selected to assign new density on them. No multi-object processing and processing objects without modifiers. Sorry for that guys, but I don't really need such functions, so I didn't write them Embarassed (fn_19__fixTexelDensity.ms)

All new functions are not tested right now, so do not install this modded scripts if you are not familiar with MAXscript, wait untill new release, hope renderhjs will include these features into next one.

renderhjs's picture

@ Cathodeus: that stuff has

@ Cathodeus: that stuff has been fixed, thx for pointing out. It seems I tested stuff myself not deep enough, tere was even a similar bug in the setup menu fixed that as well. The latest version is:

@ IN_human:
I experimented with the .open as well but I noticed that all the text fields got reset. Haven't thought about re - initializing the GUI though. Will test yours and mix it most likely with a start TexTools mix in case it has not been initialized before at all.

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