I’m a 3D artist specializing in environment art for games with over 18 years experience on Triple A console games. I'm currently self employed developing the Mel Script Mega Pack, a collection of scripts and tools for Autodesk Maya.
If you'd like to support this channel please purchase something from the online store in the link below www.gumroad.com/malcolm341
I have done so many textures to different UV Sets in substance. I unable to apply that in marmoset. I want to apply textures in maya and bring to marmoset. So how to export model with textures from maya to marmoset .?
@GameDev-o2t As far as I know Marmoset doesn't support multiple UV sets on one mesh, each UV set needs to have one corresponding material in Maya applied. Marmoset doesn't support UDIM workflow last time I checked so if you have multiple textures applied in Maya each texture needs to have a separate material applied to those faces you want to see the texture on in Marmoset. In Maya you just export the low poly file as .fbx with multiple materials applied and it should import into Marmoset with multiple materials named how you named them in Maya. After that just plug your texture files into the Marmoset material slots.
i tried to add the attricutes sheet the same way you did at 8:00 but the line doesn't go blue and it just moves from side to side. is there any other way to do it? (a beginner asking:( )
@Kimnn23 Hi, yes should work I just gave it a try and was able to dock it to the right hand side. Make sure you right click the existing tab you're trying to dock to and choose tab direction right. Another thing to check for the attribute editor specifically is go into Windows> Settings/Preferences> Preferences> UI Elements> Editor in Main Window> uncheck attribute editor checkbox. Let me know how it goes.
@@ACES-BRAZIL I'm not sure how to do that, I know you can use a set driven key to control a colour attribute on the shader and attach that to some part of your mesh movement so it changes colour as the mesh animates, but I'm not sure how to determine velocity of the mesh movement if that's how you want the colour to change.
Thanks, I try to read every comment and respond to any questions. I'm still actively developing the Mel Script Mega Pack, but I haven't done RU-vid in a while. I'm hoping to make some new videos one day, but right now I can't seem to find the time.
@@malcolm341 scripts is some high level thing for me :D I try to make my way in 3D, just 4,5 years in, but the only problem that I don't have motivation and willpower, so I can't ask for good money because I can't be responsible if I can't trust myself) Sad :D One day I want to try to grow my social media like you do with youtube <3
@@malcolm341 man that's actually really funny. Now with new knowledge I noticed that Minecraft doesn't have mipmaps in vanilla and now I can't unsee it :D You created a professional deformation for me :D I found a setting to change it with a mod, but this is mindblowing how top 1 game in the world by sales doesn't work like every single game out there :D It just build different 8-)
@@sergeyandreev2599 I've never tried Minecraft, but maybe the creators didn't like the look of how mips would blur the textures, but I think even for stylized games they're valuable if the game can run them at 8x or 16x anisotropic texture filtering.
well.. here I am after 5 years of beeing a 3D artist and finally finding out what texture padding is I always did this in some way (space between UVs) but I never knew why actually thanks a lot for this
A great addition would be to auto sew as much as possible so there are fewer UV Shells. Also when it does the layout you can allow non unform scaling to reduce even more empty space. Stretching isnt a big concern for lightmaps but empty space is the real enemy.
@RikiB Try the Create LM UV's by Angle 30 button for fewest seams, it will try to only cut UV shells on normal angles greater than 30. I'll add a checkbox for non-uniform UV layout.
@@CuongPham-wz6xt Unfortunately for whatever reason automatically loading the timer when Maya starts causes Maya to freeze and never load. I haven't figured out how to make this work as of yet other than disabling it and having the user turn it back on after Maya loads. I've asked for help on the Autodesk forum so maybe we'll get lucky.
@@CuongPham-wz6xt Hi, so someone from the Autodesk forum knew the trick to keep it from crashing. What's your e-mail address so I can send you a new version to test, or if you want send me an e-mail here and I'll reply with a new version to try malcolm341@gmail.com
@@malcolm341 Oh, and a suggestion. Can you add a HUD for displaying "Enable Scene Time Warp" in Scene time warp? Having to turn on the Scene Time Warp tab to check the clickbox is really annoying.
u can even go simpler and faster with wedge tool , u don't need to create cylinder all u need to do is select an edge (any poly edge) that exist vertically under the selected face and then wedge (u can snap cube there and select its edge), after that u can simply controll the curveture by selecting wedge node and changing centerY attribute in the channel box ,i saw ur 2 parts videos to explain why when selecting 2 edges of the cylinder gives u the expected result is that when selecting 2 edges maya use the middle between the 2 of them which in ur case directly under the face , the selected edge in wedge tool is a rotation axis for the extrude faces ,imgine selecting the face and changing pivot to the edge then rotate the face from there,that's how wedge tool work but with extruding new faces
Nice, your method is even faster. You could even just add a temp edge to your first mesh and not even need a second mesh to select the edge on. Great trick, thanks for sharing.
@deskabogatov456 The easiest way to do it would be to make an icon of a separator and drag that down to a button that does nothing so you can add and move the separators around as much as you want.
I used this to organize UVs for multiple vehicles to get the UV space needed for the up-close detail the director wanted. It ended up being over 50 tiles for each vehicle, and it was a breeze with this tool. Everything was done in Unreal, so there was no cheating with the UVs allowed lol. I'm sure I'll continue to use it for a long time! Thank you!
@Inferno535 Yes works in 2024 and any new version of Maya that comes out after, it's written in Mel so it's forward compatible unlike Python scripts which need to be updated with each new release of Maya. One thing to note though is it doesn't work with the use default material view port mode, there doesn't appear to be a way to override that which is annoying.
@vishusvinn21 Sure, for home use you can use it on both your machines at the same time. The 1 seat requirement just means you're not supposed to share the scripts with anyone else other than yourself.
hi, the tool I purchased from you is great. I have a new requirement recently and just got a good idea about pivot. Can you add another function? When I select a point of multiple objects at the same time, I hope to place the axis of each object on the point of the model I select. I want each to be placed on the vertices selected for the corresponding model
@@malcolm341 Your tool is great, and this problem occurs in multiple identical models. If you want to reset them all to their own vertices, it is convenient to scale them simultaneously based on their own vertices. The default Maya tool can reset to the center of the model, but cannot reset the axis to its own vertices. This tool does have an effect when selecting multiple vertices for a single model, but not for multiple models. I would like to know if you have a method to batch select multiple models and choose your own model vertices as the coordinate axis.
@@user-fr3io9im5g It's possible only with a single vertex selected on each model, so if you have 3 meshes you need to select 3 verts, one on each mesh and then the script would move the pivot to each vert otherwise it won't work. Is that something you want?
@@malcolm341 Yes, for example, if I have three triangle models, I need to place the coordinate axis in a sharp position. The manual operation is to select a raised vertex and then click the tool. I want to perform a batch operation: I select three models, each with a vertex selected, and then place the axis on its own model vertex separately
Hey, awesome tools. Bought the big pack and there's almost too much there haha. I'm having a bit of an issue with UV grouping - in my use case I have a bunch of similar but slightly different models that I'd like to stack and keep stacked when doing layouts (they have very similar bounding boxes in UV space so it shouldn't really be a problem), but it seems that them being separate objects is a problem for the grouping mechanism. Identical shells in different objects stack alright when selected together, but grouping doesn't seem to work. Any idea if this is on my end or the tool's?
@anatolyFct Thanks for buying my tools. If you're overwhelmed by the amount of icons click the help button on the far left of the shelf and follow the link to the Quick Start Guide to get an overview of what each tool does. About shell grouping, what you're trying to do should work. I just tested it by creating 6 spheres as separate objects and then did a UV layout to get them all in 0-1, from there I added 4 of the shells into group1 and did a layout again and the 4 shells stacked while the other didn't. Give that a try and see if it works, otherwise you can e-mail me at malcolm341@gmail.com and we can try to figure out why it's not working for you. Send me a screenshot and the meshes you're trying to UV group and I can take a look.
@@malcolm341 Thanks! I thinkI got it, it was the stack checkbox. I didn't realize that manual stacking via groups wasn't compatible with auto stacking. Is that by design? It feels like it's doing the auto stack pass after the manual group stack pass.
@@anatolyFct Yes sorry the auto stack feature is incompatible with the UV shell grouping tool. A trick you can do if you have a lot of shells is turn auto stack on and layout, then select the stacked shells and add them to a group and turn auto stack off and layout again so the UV shell grouping works.
@@malcolm341 That's what I ended up doing! I ended up going over the 50 allowed groups with the model I was working on (vehicle with custom parts UVs stacked, so all the hoods stacked together, all the same side fenders etc) and from that experience I have a few suggestions, if you're open to those: - If possible, allow arbitrary addition of groups instead of slot based approach - Make it obvious if and how the groups are saved (from what I gather they're not stored anywhere but RAM and possibly maya config?), would be nice per file but I'm not sure if that's even possible or practical. I was apprehensive from the start that Maya would crash and I'd lose grouping progress so I made it easy for myself to recover them by spreading things apart in the UV editor before I did the final layout, but it would be nice to know explicitly that they're not really saved. Making 50 groups took a while 😅. I have no idea about what MEL allows and whether it has filesystem access, but maybe at least output a string into a field where we can copy-paste, listing all the groups that can be parsed to load the groups so that we can save manually? Just spitballing here. - Maybe add a hint displaying whether the group is empty or not. Maybe color code empty ones grey and do the color cycling thing you're doing now after they're populated? Keeping track of a high number of groups results in a lot of sel 33 > undo > sel 34 > undo etc. Overall your tools are a massive speed up to my workflow and you've inspired me to write a bunch of my own utility scripts for Unity to speed up some menial material and selection related tasks as well. Thanks again!
@@anatolyFct Yes, unfortunately right now the groups are stored in ram, I had not foreseen people wanting to use grouping over multiple Maya sessions. Great suggestions, I'm not sure how to do most of what you want, but I think some of it is possible. The grouping tool itself is a really tricky hard coded hack I came up with so editing the code is unpleasant and error prone. I will definitely give your feature requests some thought, but I can't promise I can get any of these done. Could you send me an e-mail to malcolm341@gmail.com with your feature requests so I can look into these when I have some time.
I came on RU-vid now to specially and publicly Thank You Malcolm. You have been a huge problem solver and huge part of my 3D Modelling journey. I have been working on a huge modelling project and stopped for a minute to think about how difficult and time-wasting modelling had been before I came across your tools and tutorials. Thank you Very much Sir
@@malcolm341 you know there is a function called distribute in rizom , i want to do the same in Maya, well maya will layout shells according to the p value we provide, but the result sometimes won't be precise like 8.0pixels or something like that, maya layout tool sometimes will ignore those shells close to the padding value like 7.5, the padding will not be set to 8, I have searched, but did not find any useful answers, and so, i need to use the maya rizom bridge to switch in between.
@@StrongmanLi-pz7sl I think Maya's layout UVs will always be a little bit inaccurate, like it might land between 2 pixels or something, probably the higher padding you give it the more accurate it becomes.
Hiya, I have a question regarding compatibility of yours scripts. I'm planning to buy the mega pack from gumroad but I don't know if they would work with Maya 2023 / Maya 2024?
@zurovskyvision Hi, they work in all versions of Maya from 2017 onward. I've written them in Mel so they're forward compatible with new versions of Maya because Mel rarely gets updated by Autodesk, but Python seems to get updated with every release of Maya so Python scripts are often not compatible with new versions of Maya. They should already work in 2025 actually, but if something breaks I usually fix any bugs within a couple of days of getting a bug report from a customer.
@@malcolm341 Alright, thank you for your answer! Already bought it! Also, I've noticed that you mentioned that on Gumroad but for some reason, I missed that.
Hey Malcom, This doesn't seem to be working for me. have a cylinder and want to select every other of the outside edge and it select random faces. I'm currently playing with cap segments to see where it fails.
@markplayford1 Can you send me the mesh you're working with so I can test it on my end to malcolm341@gmail.com with a screenshot of what your starting selection is and what button you're pressing in the tool. Also please confirm you are using v1.5 of the tool by launching the toolbox and dragging the toolbox to be wider so you can see the version number. It should read skipSelector v1.5
@@malcolm341 Thanks for the reply. It's defo version 1.5 and all I am doing in Maya 2024 is creating a cylinder and selecting 2 of the edges around the side of it.
@@markplayford1Yes just tested and is working on my end, send me the mesh and some instructions on what you're doing to make it fail to malcolm341@gmail.com
Good to know but the biggest problem is to fit the UV islands within the UV space and barely few peoply dive into it.... For boxes and repetive patterns is relatively easy as you showed By stacking them on top of each other. The challenge comes when you have to unwrap more organic 3d models. There is a lot of misinformation on youtube leading you to believe that you should only fit the UV islands into ONE single UV space WHICH is NOT TRUTH.. Or even worst, some gives you the impression you can just leave the UV islands outside of the Uv Space. That only works if you are confined to use one 3D software... but the real world industry is not like that. It took me years to find out and PAY ATTENTION Everyone Search for UDIMS!! That will make your life easier to unwrap and get a good texel density accros your complex 3d models