3ds Max Wrapit crack

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3ds Max Wrapit crack

WrapIt v1.5 for 3Ds Max

Due to the added resposibilites of fatherhood Wrapit development has been all but at a stand still. I’ve made a concerted effort to package up the latest bug fixes and new features into a new distributable, sorry it’s long overdue.

• Addition of Morphit beta, a new tool to facilitate conforming existing topology to new meshes. More infomation can be found here

• Better support for 3ds Max 2012 and problems caused by Nitrous Viewports. In particular the show edges button now works in nitrous, and the strange lag when AutoWrap was active is fixed. The cross fader may still be problematic, this is to do with the way Nitrous handles transpanrency.

Hello all, I’d thought I’d take this opportunity to demonstrate a new tool I’ve been developing for 3dsmax 2008 and above.

Wrapit is essentially a tool for conforming meshes to other meshes.

This lends itself to various scenarios such as retopoligising high-res

meshes like those created in Zbrush, mudbox etc and creating low poly

proxies for situations where those are preferable, like collision

Obviously there are other solutions for retopoligising, although I’ve

never really enjoyed that process in Zbrush, and learning new tools can

be a chore. I love Polyboost, but my aim in developing Wrapit was to

keep it as simple as possible: What if you could use the existing set

of 3ds Max’s editable polygon tools but over the surface of another

Well, Wrapit allows you to do just that, using all the editable poly

tools you’re familiar with, in any sub object mode, edge loops, edge

rings, connect, bridge, chamfer, relax, soft selection, target welds,

cut tool etc. When Wrapit’s ‘Autowrap’ mode is active anything you do

with your editable poly model is conformed to the surface of your

I find myself shift dragging edges mostly which is extremely effective

at fleshing out large parts of mesh at once. Using the relax tool to

relax a mesh over the surface of another has proved to be a bit of a

‘wow’ moment for those testing.

It’s fast too, wrapping to a mesh in the millions of polygons region doesn’t have too big a hit.

Anyway, enough talk, here are some examples of a slightly old beta in action.

I should point out these aren’t in any way indications of good

retopology, I was just playing really, but hopefully they are an

indication of speed and ease of blocking out shapes.

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ну я потом спрошу как ето делать поподробнее но не сейчас. главное только про него не забыть

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Вот и крякнули его))

ничего непонятно,надеюсь скоро будет обсуждение.


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