thomasp greentooth

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thomasp
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  • when this happens to me it's always because of vertex normals. usually a case of forgetting to triangulate before export or triangulation changing between bake export and animation mesh. e.g. if you originally bake to triangulated OBJ but hand off …
  • i had a look again and found that it's a setting within the scene (provided by epic) - there's a bunch of postprocess volumes in there and one of them contains a left-behind DOF setting. i'm still not back to nice looking anti-aliased viewport that …
  • marks said: JoshuaG said: Put the Viewcube in VIewport 2.0. Why would you do that to yourself i took that as sarcasm! might want to make the viewcube a bit bigger and perhaps let it bounce and wiggle ...
  • Obscura said: Are you looking through a cinematic camera in the viewport? must be an early color film camera recording to 8mm if so... but no - not sure - i'm just the asset monkey. engines are the devils work! so, it's the normal …
  • this seems like it could spawn a 3D centric rap culture!  shame you'll have to swap the lowrider for an aeron though.
  • yeah turntables rock (in my opinion). wish you could hook these up on artstation. anyway, the long hair with lots of volume baked in makes for a decent improvement over painted/flat textures. i've not touched the geometry on this model from last y…
  • that looks great. will give it a spin! are you going to implement completely new features as well as porting those from the other script?
  • staying only two years seems a little extreme though. i can see it working out early on to help with resume building, getting to know people  and bumping the salary all at the same time - but later on with - say - 10 years of experience and some ext…
  • Deathstick said: Though I do get excited when my g/f talks about c++!!! My god the hotness of her talking about backend-programming! sounds like dribbleware to me. at least it's not done in C sharp. i've never seen interns fetching c…
  • i just had to force quit 4R8 update 1 due to an (apparently) massive memory leak. had the program running continuously for a few days with only a handful of small ztools loaded, suddenly my machine starts to lag like mad and task manager shows me th…
  • it can be done by using FBX to transfer and by choosing vertex color for the albedo slot in the material properties.
  • ^these two are different from the rest in that they are not embedded in polycount. one is on blogspot, the other on instagram.
  • if you don't care about splitting the geometry then you can select by smoothing group before export and detach to separate elements prior to export.
  • finally, with TB3 it's now fun again to make turntables for characters. i prefer that over a 3D viewer: no performance hit on my laptop and looks as originally authored. click the image and drag the mouse left/right and up/down over the image.
  • i've converted most of my hair texture snippets into geometry by now. it's all still splines so can be edited and rearranged as necessary. also they can easily be adjusted for coverage by inflating or deflating the geometry with the option of usin…
  • posted elsewhere this is the updated hair texture source used - all vectorgraphics converted to splines, then converted to geo, baked in toolbag -
  • at last i finished this guy over the weekend - a prime example of a character spawned out of nothing more than a stupid haircut. could make for an interesting timelapse animation. perhaps someday i should try working with one of these things…
  • disanski said: What format do yo export those curves in so you can import them into 3d package. Also do you manipulate the splines after you import them in the 3d package? i export SVG from affinity and load that into blender. there's…
  • if retopo is needed for organic shapes then i either have a workable basemesh as my sculpt level 0,  or project the topology i want over the highres. and for hard surface assets there's usually a sub-d cage available to serve as a starting point. t…
  • radiancef0rge said: ugh, I just spent like a month writing custom maya tools that do the exact same thing. that looks dope. \o/ sounds interesting. can you talk about what it does exactly? tied into xgen in some way or is it intended to …
  • blender handles it all, no need for maya, photoshop, painter. at least for the start. agreed that sculpting is so valuable for the textures. in fact, no point in doing them purely by hand in my opinion. baking shading down and painting on top of th…
  • Kiyamlol said: I know this is old but how do you do those strokes? |I am guessing this is in photoshop. As for the normals is it the nvidia filter? that's affinity designer and an old polycount tool for generating normalmaps f…
  • musashidan said: @thomasp as I'm sure you already know, boolean operations are solids modeling and meshes that are not watertight will always result in errors so this is expected. I wouldn't expect ZB boolean to be any different. my who…
  • Indik said: thomasp said: what i get in realtime is a preview, not necessarily an exact depiction of the actual end result  Do you have any proof of that? Of a situation where preview would differ from final result? What I get …
  • what i get in realtime is a preview, not necessarily an exact depiction of the actual end result - which btw. might just be a windows that says 'ooops'. certainly different from boolean ops in blender or max. there at least it has the decency to cr…
  • Indik said: No way you can boolean 2-3 mil mesh from other 2 mil mesh in max in realtime UX is very simple and intuitive now too. it's not realtime though, is it? the live boolean mode seems to be a render effect. the actual thing hap…
  • they don't as far as i'm aware. what you need to do is reload them manually to recreate that *.zsc unlike macros it will not update the binaries when the application restarts, it'll just keep loading the now outdated *.zsc. i know because i always…
  • TeriyakiStyle said: FYI: if you want to disable the "Home Page News System" edit the DefaultZScript.txt  found in ZBrush 4r8\Zscripts Mine looks like this: It launches a StartupMacro I made which does convenience stuff like close menus and se…
  • RAM and PSU have been pretty much the only causes of hardware lockups/BSOD's and sudden reboots for me in the past. might be worth to just buy those fresh and swap them in to see how the system behaves (separately, obviously). that is if you have a…
  • i agree about hogarth. look at pictures or scans of actual humans not those chiseled creatures covered in 'landmarks' if your problem is to identify those combinations of subtle characteristics in the human face that make it appear feminine and/or …
  • this looks really nice, just went through the timelaps on vimeo too. appears to let you create meshes with very production friendly topology. as opposed to other methods. just wondering - and i'm not a maya user - but are you offering this for the…
  • there's also the built-in hair & fur modifier. combine with a good renderer and you should well be on your way. obviously this is for pre-rendered hair. the plugin hairfarm is another popular solution. unless - you are talking about polygonal …
  • well the deformers could be handy for anything really, not just hard surface. this way however it means continuing roundtrips to the 3D app and back and another icon best ignored in Z. anyway i noticed that 4R6 that i keep around for compatibility…
  • musashidan said: @thomasp you can use the Freeze subdivs function. just looked it up and - it apparently triggers a reprojection when you unfreeze again? i try to avoid that whenever possible. in this case in particular it can easily be …
  • http://docs.pixologic.com/user-guide/3d-modeling/modeling-basics/gizmo-3d/deformers/ "The Deformers will only work with models that don’t have subdivision levels." gripe++ !! if you can do this flawlessly with an external application on subdiv lev…
  • i'd say the most common issues i see are the size and shape of the jaw, nose, fullness of the lips, thickness of the neck in relation to the head, the overall shape of the skull, especially the forehead. rule of thumb is that on females it's usually…
  • well it does sound intriguing but what i'm really after is a clean subtool + layer palette without the plethora of buttons surrounding those. btw. does R8 now have a way to permanently shut up those dialog boxes that pop up when you try to delete …
  • oh well, it only took one production model with textures, subtools and layers applied to make the fancy boolean process crash. when it looks to good to be true, it most certainly is... business as usual then. at least it didn't ruin the whole …
  • TeriyakiStyle said: @thomasp - It's reallllly silly - but to move sub palettes they have to be empty - so if they are empty the rename dialog will not appear and you can move them - Idk if there's any other way. Also can't move certain things …
  • did anyone have success in building a custom menu that contains subtool and layer palettes? i can drag-copy the items from within the tool menu as usual but neither of these palettes turns out functional in the end result (slots are not populating p…
  • how about creating a copy of the object, flatten the stack of that and using one of those vertex normal thief scripts to transfer the 'good' normals over? there was a really speedy script for that popular here on the forums. it's been a while with…
  • arise, thread! just set up 3.1.4 on mac and windows and am glad that it finally lets me reassign hotkeys properly. now, just wondering if it's somehow possible to assign a key to a (favourite) brush preset? i'd like to have it working like in PS, …
  • doh! oh well - and here i was secretly hoping i could stop doing a tailor's job. thanks, obam... zbrush.
  • the BG:E trailer looked the business but i'm quite confused as to why they have unearthed this old IP related to a single title from the PS2/GC era which was not even that big a success (as i recall - liked it though)? i know there was a second part…
  • Neox said: tho with the keyshot bridge i wouldnt count that as competition. That said, its promotional art, don't put too much weight on it ^^ indeed, forgot about keyshot, well possible that it has been used in the process. that - and…
  • to me it hints at some sort of clothsim functionality and the aforementioned render effect to be featured in the next version of Z. at least it wouldn't make much sense for them to create promotional material using apps from the competition.
  • i seem to remember that max kept overriding some defaults across sessions though. especially the coordinates for position and size of the uv window. so i write protected the preferences file. sorted.
  • zbrush shouldn't really depend much on your GPU driver, AFAIK it's all CPU-based. i've done the comparison between versions on mac and windows and don't recall any noticeable differences. wireframe overlay is certainly wonky for me on windows at ti…
  • sounds cool - but  what about scale when pasting geometry. i imagine things could get interesting there. also, can you use it instead of transferring to another application to paste back within the original application, e.g. for transferring UVmaps …