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  1. Does anyone know of a desktop app that can be used to view the thumbnail of a 3Ds Max file. It would be great for efficiency and time saving when scouring through an asset library looking for a suitable asset, for example furniture for interior scenes. If not, is there anything you do that is an efficient way to view and sort libraries. The only way I have at the moment is to view a file in 3ds Max but this a slower process.
  2. Hey all you viz people, I was wondering if anyone has any tried and true methods for organizing your material library images. Do you just use folders with a certain naming convention for the files? Or do you use a software to navigate and organize the images? (like Lightroom maybe?) Right now I have a number of main category folders and organize the materials via a numbered system within them. For example - carpet_001, carpet_002, carpet_002_bump, etc. Also do you generally keep your images as jpeg's and only convert to png when you need transparency? Right now my library is made up of free materials I've acquired through websites or searches. I realize that I need to invest in high res materials, I just don't have the finances to do so yet. Any other tips for library organization would be greatly appreciated. -- Luke Holdmann
  3. Hi there, library, as we all know, is vital. once i hired a freelancer to help me out with a deadline. I gave him access to my 2D library to do the photoshop quickly. I follow him on facebook and recently he published a render with some assets that he literally stole from my library. How do i know that ? because some 2D people where cutout that i made by myself from a pack of photos i took on the street. It's only 3, 4 people, it's not so bad but i asked myself: well if i take the day off, he could stole my entire library made in 5 years of experience. So i ask to people here with more than 2 100% trusted people in the office: how do you protect your assets from half-unknown people who has access to it ? i know that you have to give the job to someone you can trust etc etc but sometimes you have no time to take.
  4. I started working at a studio as a texture artist, organizing the textures/materials is part of my job. On my PC I dont have a lot of textures, so I never really thought about how to do this. In the studio there's a folder for wood, concrete, brick etc, but there are probably a few thousand different textures. How should I organize that? Should i create subfolders for wood planks, rough wood, fine wood etc, and same for the other textures as well, or is it better to have them all in one place, like here, just a folder named wood and that's that? The other question is: How to name the textures? I think it doesn't matter while you don't use them, but after I create a bump map and reflection map, how do you name those? OR do you use a project folder and copy every texture and asset you use in the scene there? Never worked in a studio before and I was curious how you deal with your assets. Thank you!
  5. Hi all, just wanted to let you know, that SLiB | Browser is now fully compatible with V-Ray. SLiB | Browser is a free Maya Plugin that provides an easy way to use SLiB | Shaders or to build up own shader libraries. It greatly improves the way to work with materials in a Maya scene. A simple interface and Preview Images of the Materials help you to quickly find what you are looking for. For download and installation help check link below. www.slib.digidim.info cheers Daniel
  6. Hello, Does anybody know any program for managing 3D model library. I have objects in 3ds, obj, 3dm, skp format in my library and don't have a quick way to view and manage models. In Rhino in Library view i can only see 3dm models, others are only shown as system icon. Maybe somebody knows program for this task ? Regads
  7. Detailed Description of Request: The way that 3DS Max handles external maps and textures currently is via a standard pathing system. When you save a scene or material library, a reference to any external assets are stored inside of that file. When you re-open that file, 3DS max follows a "search order" as described here: http://docs.autodesk.com/3DSMAX/15/ENU/3ds-Max-Help/index.html?url=files/GUID-BD426294-329E-48D2-AB34-8982E63E2FA0.htm,topicNumber=d30e572870 For a quick breakdown, basically 3DS Max locates maps in the following order: 1. The path saved with the file. 2. The directory of the current scene. 3. The paths listed in the External Files panel, starting at the top of the list. 4. Every subdirectory under the directory of the current scene. While this search logic can work well for scenes and projects, it does not effectively translate well for artists who are looking to create and maintain a centralized database of materials, nor does it synergize particularly well with the creative process. Creating the actual .mat file is a no-brainer. You simply create your material and then save out a material library in slate. Problems can start to arise when you perform any of the following: 1. Reorganize directories of textures on disk, effectively breaking the pathing saved with the material library. 2. Sending your material library to other people (who have different file structures) A lot of tedious solutions to this have been accepted as "best practice," despite not being terribly efficient in the first place: 1. Creating and appending unique IDs to any maps that are used in your material library so that the filename is unique from any other file, and adding this new path to your external path configuration. 2. Never, ever, ever (ever) changing the folder structure of your external asset libraries on disk/server. What I am proposing is a more intuitive way to create and maintain material libraries that don't involve a series of tedious steps to ensure they don't break when the structure of your actual HD changes, or when you share files. These solutions are: 1. The ability to "commit" and embed actual images inside of any material library that you create inside of slate, effectively internalizing all map dependencies to a single file. If you want to send a library of materials to someone - you simply send them a .mat file. Done. I envision from a technical standpoint that this could be accomplished easily with zip compression and relative pathing. No renaming a ton of files to prep for archival. No pathing woes. No more broken references. 2. If the above is technically infeasible for whatever reason (I can't possibly see how), I can think of an alternative approach that would still be lightyears ahead of the current implementation. Allow the user to set a "master" map path on a per .mat file basis that would be prioritized first during the search order described at the beginning of this post when max tries to locate maps for your material library. This would allow users to relink all broken maps for any given material library by simply pasting a single directory where all relevant material textures and maps are located. Some of you might be quick to point out that you can already do this by adding this directory to your external path configuration, but this would really just be an incomplete solution. By doing this you still expose your material library to potential naming conflicts (woood302044.jpg however unlikely, may also exist in another material library, and get loaded instead). With this approach, you ensure that the correct maps for any given material library are actually loaded, irrespective of their file name. 3. If the second implementation was chosen above, a new feature would also need to be introduced similar to the resource collector that currently exists for projects/scenes, allowing you to collect and save all maps common to a material library in a directory of your choosing. This would allow users to archive material assets a hell of a lot more quickly and efficiently. Request Summary: Irrespective of the suggested implementations above, I want to underline that the basis of this feature request is to empower users to create and archive powerful material libraries without the tedium and file management nuances inherent to 3DS Max's pathing logic. I think more people would make use of this feature, reuse materials, share materials, and otherwise become more efficient with material creation if a system like this existed. Why this feature is important to me: As a creative professional, I dislike when technology forces me through several tedious processes just to ensure that my assets load correctly. Uniquely renaming hundreds of files and discouraging me from reorganizing my HD because of pathing interrupts my creative process and discourages me from using what could be an amazing feature, all together. Screenshot of proposed feature: Thanks!
  8. Studio/Institution: BVH Architects Genre: Institution Software: Revit -> Sketchup -> 3D Max (Mental Ray) -> Photoshop Website: http://bvh.com Description: Adding this image to my gallery - looking for any final critiques + criticism. Thanks!
  9. I am sorry if this is the wrong place to post this, but I couldn't find a Texture thread. I am working on a cafe that has a massive selection of books. Books have always been a pain as I don't have a ton of book covers in decent quality. I've used google images and pull a bunch off of there, but if anyone has made a collection they don't mind sharing or a website they find many on, I'd really appreciate it! I plan on having a massive book-collection zip file after the project is done for free on my website at http://www.TJunkers.com Thanks!
  10. Any opinions on the best HDRI Sky library to purchase? -Tom
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