Apply a group of 3ds Max objects(meshes/proxies) as texture
to any mesh-object in your 3ds Max scene. Unwrap the mesh UV or apply UVW map
modifier to adjust the mapping in realtime. Depending on the setting meshes will
overlap or be scaled,sliced or deformed to fit to the borders.
with object replacement brush enables you to combine
multiple geometry textures on a single mesh. No complicated setup required,
simply select a geometry texture and you can paint it on any object anywhere in
the scene. You can also use a radial paint brush or use a filling brush that
allows you to fill a specific object, polygon or UV-isle of the target mesh with
a specific geometry texture.
The AutoModeller Pro Painter supports erasing &
randomization on a per-object basis. Also you can override object offset and
border settings such as slice/deform/overlap on a per object basis during
As you modify the geometry of a target object, the
resulting objects on the target will automatically adapt to any change in
geometry. You can modify the targets geometry on a per-vertex level and the
texturing will automatically adapt.
Change any part of your target mesh or geometry
texture and the results will automatically be regenerated. This behavior can
dynamically be switched on and off, which is useful when you're doing a lot of
changes or working on a big scene where interactive updates may take a while to
To make the meshes fit to the UV borders of a target mesh
they can either be scaled to fit, sliced(and capped) to fit, deformed to fit or
you can let them overlap at the borders. Deform to fit can be used as an
alternative to slicing which is useful if you want soft edges when slicing. All
of these settings can be overriden for individual objects during the painting
for surface offset and to map only a portion of your
geometry texture onto a target object which can be useful for instance to create
interlocking brickwalls or to prevent overlap at the borders.
Using AutoModeller Pro's preview/performance mode you
can truely go crazy with your polygon count. When this mode is activated it only
shows the results of the objects you are currently painting on and hides the
others automatically, which improves viewport performance for large scenes
drastically. The scene shown on the right for example consists of over 27
million unique polygons that were painted interactively using AutoModeller Pro
as can be seen in this video. Using instances and proxy objects you can achieve
even higher polygon counts.
AutoModeller Pro lets you extract and load
geometry-textures from existing 3ds Max scenes with a single click, so you can
quickly load your favorite geometry-textures from any scene, without having to
search through your scene and extract the objects one by one. You can also save
individual geometry textures with a single click to your own personal library of
Integrated & animated help: The user interface of AutoModeller is grouped in sections and each section comes with a little "?" button that will directly bring you to the appropriate page in the AutoModeller Pro documentation. This way you will quickly find relevant information on any option or menu you can find in the software.
Royalty free license to use models from example scenes : Upon purchase of the software we grant you a royalty free license to use the models provided with AutoModeller Pro in your own commercial projects.
AutoModeller Pro doesn't touch your source(geometry
textures) and target objects or change them in any way, for that reason
AutoModeller Pro doesn't even use modifiers. Instead AutoModeller Pro comes with
it's own property-browser that works similar to the modifier panel but is larger
and easier to work with and was designed to not interfere with your modelling
process, also it doesn't get in the way as it can be dynamically docked and
undocked with a single click.