3ds Max Greeble Plugin Download Free

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Fernanda Rabbe

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Jul 26, 2024, 12:19:52 AM7/26/24
to sferrihati

Click on the image below to download the beta version of the plug-in for use with Max 7 through 2018. This is a "zip" file and requires a decompression utility to extract the contents. Please read the enclosed "readme" file before installing!

Autodesk 3D Studio was the Yost Group's first 3D software for IBM PC compatibles, operating under the DOS operating system. Starting with Release 2, 3D Studio introduced the "IPAS" plugin system and the Yost Group released 7 diskettes with various add-on features. It was one of the first "plug-in" architectures, and the 7 disks contained the following new features:

What? No one reacted? Well , I am in for a greeble generator for the UE. I am very new with UE , just installed it.
So , in the mean time , a greeble generator available for UE?Does anyone know this?

Sounds great, but I am not sure what the above means. Does this mean that the user can somehow plug their own greebles into this script and then it will randomly place them around the surface of the mesh?

Very nice but I did get some errors. I do not know what they were becasue I have yet to figure out how to get 2.5x to kick open a command window. I just saw a blinking popup screen. I am almost certain they were something I was doing though

@chichiri: That script does work, but has an odd workflow. Maybe I am not doing the step in the correct order. But the script seems to run twice and the second operation tries to discombobulate the result. So I end up with a couple of meshes that I have to delete to get down to the first layer of discombobulating.

There are no eyes? Basically the plugin drops any face that is a triangle and not a quad. Which could be ok. But I think we need some kind of checkbox for that option. In my case, I still wanted the eye. A nice solution would be to simply relay the triangles in to the new mesh unaltered, but give them a separate material ID.

I did write a function for Blender which generates random points on a mesh face (whether tri or quad) which is included in default builds of Blender. The function is found in bpy_extras.mesh_utils.face_random_points and can be used as follows.

Atom, there is a long-standing controversy with the monkey mesh regarding the fact that the eyes are totally separated from the main head mesh. Maybe the script only works on a single continious mesh?

This plugin is perfect for creating enormous amounts of detail on models such as spaceships, sci-fi panels, cities, wall decoration, decorative pieces and many more. With just a few simple controls you can even create your own Death Star.

Tinker around with its settings and you can use it to easily create skyscrapers and cityscapes. For more inspiration, be sure to Google for amazing work done with this plugin. I hope you found this guide useful, so please share and comment. Till next time, guys. Happy Rendering.

yeah its pretty easy to get a sort of approxamation to the greeble effect, but no where near as good looking (at the moment although I have a feeling things may change in 2.5). I know alot of modellers frown at using plug-ins for greebling, but at the end of the day why make work for yourself lol. I wrote my own versio for maya ages back, granted I never actually found a use for it but least its an easy way to add detail to space type thingies.

Wish Hexagon had plugins like this. This took literally less than a minute to make from start to finish. About 21K poly's in total. And the beauty is you almost can't go wrong with virtually any shape.

The difficulty with an object like in your pic with large planar areas would be getting enough polys for the displacement to work on the flat areas only. Obviously you don't want to smooth the existing hard angles, so you might have to separate the planar surfaces and use the tesellation tools to increase the poly count instead of smoothing.

well I do know that you can tick off the body when running it through the greeble plugin, and only the greebles remain, you can also select all the top or side faces with one click. So if you were to separate them, you possibly could use the low poly mesh as a base, then have a displacement map for the details in a separate mesh aligned with it. I don't know of any good displacement map generators though, but it would be good for making gaming models.

The Copy on a Support tool could be used but it does not allow for any randomness. I wonder if it would work with disconnected polys, so you could select polys in a somewhat random pattern and then copy them to a new object just for the purpose of having a seed pattern.

It really wouldn't be worthwhile to do in hexagon. there are about 5-6 separate shapes that make up the details of the greebles, and even those shapes are randomized in size and placement. even the height of the details are varied. there's also a minor bit of tapering of the individual sections going on too.

you could get away with doing it by hand on a much smaller scale. or even creating simple shapes and copying on a series of carefully planned supports surfaces/lines with the copy on support command. but it would still be a lot of work and probably wouldn't give a completely desired result.

you can also choose whether to use triangles or quads or both, and that's the only types of faces it responds to...which can help for leaving gaps of detail in a model. for example, the whole backside of this ship, where engines could be, is a simple flat surface made up of more than 4 points, untouched after running it through the process. Now I could say, create a completely different shape to look like engines and seamlessly attach it without any issue.

I don't think anyone would be doing it manually in a production environment. But you never know. I've seen management in many companies refuse to buy tools to make work more efficient. Talk about shooting yourself in the foot.

Thanks for bringing this up - it perked my interest because I have several spaceships and mechs uncompleted because they need greebles to finish them off and I didn't want to go messing about with the base mesh - would have had to increase the polycount something drastic to pull it off.

I've seen it before, but it's just not that great, especially when it comes to different angled and skewed surfaces. with 3 layers per section, and dozens of sections if not more to do, it would pretty tedious to wrap greebles around even a simple object like above.

Gary makes good tutorials, but Hexagon's only saving grace is its user friendliness (when it's not crashing) and ease of access to basic modelling tools. Though as hexagon ages, I find myself having to work with other programs to do things that can't be done in hexagon, or done soo easily. since the last release of both bryce and hexagon, there's been tons of new features added to other programs, and tons of new programs in general. Sometimes you just want to get stuff done without having to take hours to do it.

I don't even know 3ds max that well, although I haven't really tried. but it's pretty simple to import something, run it through a modifier, and export it back out. I have blender too, but I really hate its UI, so I haven't even bothered with that either.

Took me a while to track the new Discombobulate plugin - it really is a world of difference from the previous version - took no more than three clicks at default values to turn a flat plane into this.

The .zip file attached by Richard Marklew didn't work for me - maybe you will have better luck. If not, download the second file he linked - this contains all the current accepted contributors addons. Unzip that into a temporary folder and find the mesh_discombobulator.py and place that into your addons folder. Select it and activate in the addons tab.

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