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ryguy4377

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  1. Hey everyone. I posted on here regarding MindTex, the normal map generation software I created for making normal maps fast (and on an indie budget), a few months ago. At the time I was just in the process of releasing it out of beta, and I'm happy to say it has been well received thanks in no small part to those of you who helped me figure out some of the early stability issues. That being said, I just wanted to let everyone know that I recently decided to lower the price from $60 to $15 to make it more affordable for anyone who had reservations about getting it. My goal with this software was to make it affordable for indie and hobbyist developers, so I feel this is the best way to do that. For more info, please [url="http://mindtex.com"]check out the MindTex site[/url]. Hope you enjoy!
  2. Just as a quick update: I am currently working on a fairly big update as far as making the video memory usage more efficient and improving logging/stability in some various other areas; I'll let you guys know as soon as it's out (in case that's been an issue for anyone on here). EDIT: okay update is out; should provide significant improvements in video memory usage:[url="http://frozenflamecorp.com/site/media/MindTex-1.0-Beta.msi"]http://frozenflamecorp.com/site/media/MindTex-1.0-Beta.msi[/url]
  3. That is interesting...hard to say whether it was the textures or the program, but I'll double check the code to make sure. At any rate, glad it worked, and thanks!
  4. When you say it loaded fine, do you mean the program itself or do you mean it stays black even after loading in an image? If the former: it won't show anything in the preview until you load something in (the geometry is just shaded black by default, though maybe I should change that so it isn't misleading). But if it is the latter, let me know and I'll look into it!
  5. [quote name='UltimaX' timestamp='1324039594' post='4894470'] [quote name='ryguy4377' timestamp='1323983703' post='4894289'] [quote name='Max Vanam' timestamp='1323982073' post='4894282'] [quote name='ryguy4377' timestamp='1323950667' post='4894147'] Hey Max, I'm glad you liked it! [/quote] Definately! That is some very impressive work! How long did the coding take? [img]http://public.gamedev.net/public/style_emoticons/default/smile.gif[/img] [/quote] Hey Max, the coding took me around 3 months in all. [quote name='UltimaX' timestamp='1323982615' post='4894285'] Very cool. I was wondering when there would be a crazy bump clone and I think you pulled it off. Very professional looking too; great job. Any idea on how much you are planning on selling it for? [/quote] Hey, glad you liked it! I'm planning on selling it for $65 once it is out of beta, though I'm offering a discount if anyone wants to 'pre-order' it while it is in beta. The $65 will be for a professional use-it-for-whatever-you-want license. Crazybump's big price tag for its commercial license was actually a factor in why I wanted to do this in the first place - I really felt like it was a bit much for such a specific-purpose tool, and wanted to make something that was more doable on an indie budget. [/quote] I'm all about indie. [s]When you are ready PM me and I will gladly buy a copy from you.[/s] [EDIT] Guess I should have checked your site first... Anyway, I purchased my copy [/quote] Hey, awesome! I certainly appreciate the support! Don't hesitate to let me know if you run into any issues along the line, and I'll try to get them sorted out as quickly as I can. On that note, as a general update for anyone reading this who may have run into issues launching MindTex: I've fixed a couple bugs with connectivity to the updates / beta servers as well as one with initialization on Windows XP.
  6. [quote name='Max Vanam' timestamp='1323982073' post='4894282'] [quote name='ryguy4377' timestamp='1323950667' post='4894147'] Hey Max, I'm glad you liked it! [/quote] Definately! That is some very impressive work! How long did the coding take? [img]http://public.gamedev.net/public/style_emoticons/default/smile.gif[/img] [/quote] Hey Max, the coding took me around 3 months in all. [quote name='UltimaX' timestamp='1323982615' post='4894285'] Very cool. I was wondering when there would be a crazy bump clone and I think you pulled it off. Very professional looking too; great job. Any idea on how much you are planning on selling it for? [/quote] Hey, glad you liked it! I'm planning on selling it for $65 once it is out of beta, though I'm offering a discount if anyone wants to 'pre-order' it while it is in beta. The $65 will be for a professional use-it-for-whatever-you-want license. Crazybump's big price tag for its commercial license was actually a factor in why I wanted to do this in the first place - I really felt like it was a bit much for such a specific-purpose tool, and wanted to make something that was more doable on an indie budget.
  7. Hey Max, I'm glad you liked it!
  8. Hey everyone, I've just finished getting my latest project, MindTex, ready for open beta. MindTex is essentially another single-input, multiple-output texture generator with the goal of being affordable without compromising on quality. For a few images and a video demonstrating what it can do, check out the [url="http://www.gamedev.net/page/community/iotd/index.html/_/mindtex-beta-r189"]IOTD post[/url]. For more information or to try out the beta, check out the product page at [url="http://www.mindtex.com"]http://www.mindtex.com[/url]. Anyways, let me know what you guys think!
  9. I'm not sure about getting it to .b3d format with animations intact, but as far as creating a uv map automatically from applied materials I'd recommend that you look into max's render to texture utility. Using the RTT dialog you can bake any applied materials into a texture based on either a uv map you create yourself, or one created automatically by max (auto-unwrap is an option that can also be found in the render to texture dialog). I'm still using max 2008 so I can't say for sure whether this has changed or not, but the render to texture dialog should be under the "Rendering" menu. Anyways, hope that helps.
  10. Try Turbosquid.
  11. On the worn bricks texture, the shapes and coloring look pretty good to me; I would, however, recommend adding a bit more dirt and a few more scratches here and there and, depending on whether you'll be using normal maps or not, perhaps some highlights to give the individual bricks a bit more depth. As for the worn tiles though...it really just looks like a mosaic tiles filter was applied. While I guess it kind of depends on what you want to texture with it, I can't really see it looking good in any sort of realistic architectural setting. Honestly, I'd recommend you start over on the worn tiles texture; begin with the basic tile pattern you want, and build up the wear and tear around the shapes' edges from there. Also, as a side note: for this sort of texture I would recommend testing with either a plane or a box instead of a sphere; if for no other reason, it at least makes it more convenient to see how well your texture will tile. Some of that may just be my personal preference though. At any rate, I hope this feedback was somewhat helpful.
  12. What I'd suggest would be a combination of naming each object just 'table' or 'door' without any numbers, then writing a quick script to scan over the scene and automatically number things for you once you're ready to export.
  13. "$.material.diffuseMap.filename" should be what you're looking for. Hope that helps :).
  14. Music and/or coffee usually does it for me.
  15. Congratulations =).