Hi all, I wanted to get some advice here because I feel I may be missing some fundamental knowledge of UDIMS, hah. So I have a creature modeled in Zbrush that will be used for a film. I mapped it with 10 UDIMS in maya before starting my texture work in Zbrush. As a test, I duplicated the model and made a single UV tile…
Hello guys, i have my model in ZBrush. But when im trying import to substance, i cant see part of my characters mini short. I try to unwrap again but not worked. And i have couple more problems. I use "noisemaker" in ZBrush for the surface of my gun holster and the leg belts but, i cant see the noise that i use. One last…
I think the vampires are in a pretty good place for a test bake. There's always more I could do, but I'm eager to take the second race of Project Nova out of Zbrush and into UE5. I've imported the human lowpoly as a starting point for retopo. Have a great week!
Hello there, is the project still alive and are you still looking for 3d modelers ? I use blender and Zbrush, here is my portfolio : https://blenderartists.org/u/manou/activity/portfolio
I recreated a shot from original ATLA anime series using Blender,Zbrush, Substnace Painter, Unreal Engine & Davinci Resolve. Original Shot from anime Watch the final animation: https://youtu.be/SQCf7lLt5Qs Watch the Process Breakdown: https://youtu.be/7tMJta6Tfzs Artstation Post: https://www.artstation.com/artwork/qek1Xe
Yeah, I'm an idiot when it comes to ZBrush, but is it possible to view the model smoothshaded? I love ZBrush's materials and with to use them for making portfolio renders. :femme:
Just wondering anyone else tried using zbrush from start to finish for hard surface modelling, I know there is a tutorial at DT for it. But who here uses it for there hard surface modelling. Starting there base mesh in zbrush and finishing it all with just zbrush.
Just posting in-case you missed it: http://wiki.polycount.com/wiki/Subd I myself use many different ways but mostly zbrush remesher as a base then edit it in topogun (when testing animations and prestarting textures, "to get ahead" on them, saving them as a substance smart mat.)