Review: AutoModeller Pro

The latest release from Code-Artists Software invites you to explore and get creative.

Our Verdict

AutoModeller Pro lets you use geometry as textures in 3ds Max, speeding up your workflow and giving you yet another reason to keep building that kitbashing library.

For

  • Paint geometry onto your mesh
  • Supports instances and proxies
  • Speed optimised

Against

  • No mesh export optimiser function

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Anyone remember the SciFi Pattern Generator  plug-in for 3ds Max 2014? Meet AutoModeller Pro, Code-Artists’ latest foray into the concept they  introduced with the SciFi Pattern Generator: texturing with geometry. Similar to displacement mapping, the way it works is that you can apply or paint a group of meshes as a texture onto your scene’s existing geometry; all you do is define your source geometry – be it simple bricks or a set of kitbashing components – and apply it onto your UV mapped target. You then use the UI and UV map to place and tweak the position of the applied mesh texture.

AutoModeller doesn’t make use of any of Max’s native modifiers – instead relying on its own, intuitive UI. It’s non-invasive workflow is feature-rich too; you can combine geometry textures onto your mesh, randomise and erase your paint, and update your source geometry on the fly – your target mesh will autoupdate as you go.

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The Verdict
5

out of 10

Review: AutoModeller Pro

AutoModeller Pro lets you use geometry as textures in 3ds Max, speeding up your workflow and giving you yet another reason to keep building that kitbashing library.

Cirstyn Bech-Yagher

Cirstyn is a freelance CG artist and educator, with over 15 years' experience in 3D. Her clients include AMD and Daz, and she has written for 3D World magazine for a number of years. She is a certified agile (software) project manager, an avid reader and gamer.