In the early days of my career I had the chance to work with the very first version of 3ds max (then it was a product of kinetix). Before that I was using 3ds (DOS version) and 3ds max was a giant leap in terms of extensibility via plugins. So I developed various plugins for our in-house use at Compugraf, where I was working as a CG artist mostly on TV commercials. I decided to release some these internal tools to the public. At that time there were just a handful of plugins out there, thus through my plugins I found the chance to build a very tight relation with 3ds max user community. Interactions with the early 3ds max community all over the world had very important role on shaping rest of my career. Interestingly enough some of these very early plugins became (kind of) industry standards and couple of them are still being used more than two decades after their initial release, with not much functionality added since their initial release.
ColorCorrect is a 3DS Max texture plug-in which alters the colors of any texture (bitmap or procedural) so that you can fine tune the colors or create a variation of it. It eliminates going back and forth between Photoshop and 3ds max and also lets artists to use the same map in different parts of the scene to reduce memory consumption. To give the artist full control all the parameters are made mappable.
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Texporter is a small but a handy utility to unwrap any mesh in texture coordinate space. This process results a “flat” wire frame representation of your model so that you can use your favorite painting software to paint color, bump, shininess etc maps being sure that it’ll perfectly fit to the geometry when applied on it. It’s not a big or complex tool but over the years it became very popular.
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