Is it possibly the nightscape workflow that I promised but never delivered on in the first version? I think it might be. Still leagues from perfect, but so far so good!
Added new feature — now you can generate a low poly proxy (152 quads, compared to 70,000 for the full mesh)
You will eventually be able to toggle between the visibility of the proxy and the high-poly version, so you can place your buildings before render time, add a command as a pre-render MEL script, and the system will switch all of them out for the render.
Just about broke myself today trying some new-fangled approach for smaller, non-skyscraper style buildings. It failed pretty miserably, but I’m going to try again. I think I’m onto a good idea, but translating it into something that MEL can work with… well, that’s not so easy. In the meantime, I’ve added in a bit of code for creating railings in the gaps between building tiers.
I’m sure everyone’s run into this problem before… Maya doesn’t really have a feature for creating “nice” extrusions the way many other packages do. There are a couple Python-based plugin solutions out there, but for KludgeCity, I had to figure out a pure MEL way to get the same kind of result. The “fixed” extrusion tool I’ve come up with is a bit slow, but it works for almost every situation I’ve needed it for so far. This will allow me to UV entire buildings at a time, instead of the piecemeal floor-by-floor approach I’ve been going with. For now, it’s got a pretty narrow scope of usefulness, but I’ll probably try to expand it so that it will be an all-purpose tool.
I occasionally get feedback from people who use Kludge, sometimes in the form of donations, sometimes just a friendly email. So I’d like to say a warm thank you to the following folks:
Sara in Angola
Raphael in South Africa
Ruslan in Karaganda, Kazakhstan
Sergey in Moscow, Russia
Ranaldo in Washington State, USA
Lee in Georgia, USA
Pamela in Colorado, USA
Jose in New York, USA
Paul in Michigan, USA
Brian in California, USA