Misc : RNM Normal Map Combiner
A little Python/OpenGL app for combining tangent space normal maps together.
Uses the Reoriented Normal Map method described by Colin Barré-Brisebois and Stephen Hill.
DownloadMODO : Vertex Normal Toolkit
Allows Maya-style softening/hardening of edges to define smoothing splits.
Calculates area and/or angle or full weighted normals for selected meshes. Additional toggles to support edge smoothing (via my script) and smoothing groups, as well as calculating more accurate "true" vertex normals.
Has tools to take the offset from a relative morph map and apply it as vertex normals.
Download (MODO 901) Download (MODO 701 & 801) Download (MODO 601)MODO : Texel Density Toolkit
A script to pick/apply texel density to meshes.
Also includes a function to normalize texel density.
Download (MODO 701 SP2+) Download (MODO 501, 601, & 701 SP0-SP1)Unity3D : xNormal Tangent Basis Calculator
A plugin for xNormal that lets you bake normal maps synced to with Unity3D's tangent basis, giving far better quality normal map results in Unity3D.
DownloadUnity3D : Pre-Integrated Skin Shader
A shader based on Eric Penner's method of calculating surface curvature to drive fake SSS effect.
View Shader CodeUnity3D : Tri-Planar Terrain Shader
A shader and script package that lets you apply tri-planar texturing to Unity's terrain system. Supports diffuse, normal, specular and gloss textures.
DownloadUnity3D : Translucency Shader
A shader for Unity3D that fakes translucency, based on DICE's presentation.
View Shader CodeUnity3D : Team Fortress 2 Shader
A shader that replicates the toon ramp shader that Valve's Team Fortress 2 uses. With a toon ramp and rim lighting.
View Shader CodeUnity3D : Anisotropic Highlight Shader
A shader that replicates the anisotropic highlights you find on surfaces like brushed metal and long hair.
View Shader CodeUnity3D : Swirling Smoke Trails
A use of Unity's LineDrawer component to create swirling smoke trails.
Read TutorialUnity3D : Dynamic Ambient Lighting Tutorial
A tutorial on how to use Unity's RenderToCubemap function and custom Surface Shader passes to dynamically generate ambient lighting for your main character in Unity.
Read TutorialUnity3D : Ragdoll/Jiggle Bones Tutorial
A tutorial on how to use ragdolled/jiggle bones on a skeletally animated mesh in Unity.
Read TutorialMODO : Average Selected Vertex Normals
Gets the average normal of all selected vertices and applies that average value back onto the selected vertices.
DownloadMODO : Quick Align UVs
A script that will align the UV island(s) of 1 selected UV edge or any 2 selected UV verts with the nearest axis.
It's a companion for modo's default "Orient UVs" tool, which isn't always perfect, especially on organic shapes.
DownloadMODO : Select Single Loop
A workaround for the default modo behaviour of selecting the loops of all currently selected edges, changing it so that it will only add the loop of the hovered over edge to the current selection.
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MODO : SMD Export
An exporter for modo to SMD format (uncompiled mesh for Valve's Source engine). Currently smoothing is done via explicit vertex normals map or by split edge method.
DownloadTutorial: Generating Normal Maps from Diffuse Textures
A brief mini-tut on why you should generate height maps for your textures rather than throw the diffuse into crazybump. Written in response to seeing the latter technique used more and more by new artists who think it's a valid way to get a good normal map.
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