AMT Mesh Blend: Kitbash Modeling Tool for Maya
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Very cool review of the making of Spellbreak. Would be even more cool to see some videos inside UE4 showing how they do a few very specific things unique to them.

This was so helpful for me. I'm hoping to adapt your tutorial to pull off something similar comparing modern satellite imagery with historical maps. No topo, so my steps should be simpler, but I'm a novice with Blender and you've really helped. Thanks!

Even Top Notch Artists will be replaced by AI. You have no idea what you are talking about. If you do, only very superficial. At the end you are only an employee. You dont have any contact or experience to the High End Echelons we worked on. In 20 years, 40% of workforce working today will be out of jobs. First we will get worldwide financial crash, then AI takes over. Admin will remember my words in not distance future.

AMT Mesh Blend: Kitbash Modeling Tool for Maya
13 July, 2017
News

A very nice new tool, which will hopefully make your 3d modeling pipeline a little bit easier.

AMT Mesh Blend is a kitbash modeling tool that allows you to manage your kitbash assets, place them on selected faces and blend them directly onto your source mesh. The idea behind it came to Adnan Chaumette from the Polystein Kit of Modo. It will be available for $25 for 5 HOURS ONLY after the official release. Then the standard price will rise to $35. You can see the software in action in this video.

The blending option works both on curved and non-curved surfaces, and seamlessly bridges the gap between your source geometry and the kitbash object.

The installation process is pretty simple:

– Download the .rar provided once you’ve purchased the tool

– Drag and drop it’s content into your script directory:

C:\Users\Username\Documents\maya\201X\scripts

– Then call the script in Maya with the following command line: source “AMT Mesh Blend/MeshBlend.mel” 

The plugin works with Maya 2016-2017, on Windows only. It’s a beta, so be aware of possible bugs. Make sure to check out the official polycount thread to learn more about the development process.

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