hello peeps. OK. so what i'm trying to do is turn some tubes into conduit-looking hoses. we've all seen it before...i know...nothing new here. but, is there some way in zbrush to repeat an aesthetic sensibility such as this? i tried various symmetry and alpha thingies....didn't get it yet tho. any advice?
thanks
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OR DAZ, since i've started sculpting in zbrush...is there some way to build the tube bits in max then attach to the high poly i bring in from zbrush? seems like that may get messy. i'd rather build in it in max too. wasn't thinking ahead....ugh.
i'm doing the typical workflow thingy:
max base mesh
zbrush for sculpt
back to max for normal baking
It's always a good idea to evaluate before you take stuff into zbrush, which parts need zbrushing, and which can be made in 3dsmax... then model and export accordingly. faster and easier in the long run.
wasn't thinking ahead....ugh.
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and there lieth zbrush's biggest weakness. You have to know *exactly* what you're going to do before you start out. It's pretty unforgiving when it comes to fundamental changes after the fact. I'm not well versed enough in zbrush to be able to create what you want to create with it, but you're possibly beter off asking that question on the ZB forums.
However, as for saving what you have in zbrush up to now, and adding the tubes built in Max, a workflow that Rockstar told me about got me out of trouble in this situation once before. Check my 2nd from bottom post here: http://boards.polycount.net/showflat.php...true#Post104552
You can create your Normal Maps inside Zmapper and don´t have the trouble to import a high poly OBJ file into 3D Max.
I would create Normal Maps of organic meshes in Zbrush with Zmapper and mechanical hard edge meshes in a 3D App of your choice. And finally combine your normal maps in Photoshop.
I've done this several times; had half the uvs shrunk into a corner, used zmapper to bake the normal map, then in XSI fixed the uvs so they were shared, loaded it back into zbrush and previewed the model with the normal map in zmapper.
Personally, like anything else mechanical, I'd be building it in a 3D app.
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seriously, that would save youself a lot of trouble
thanks again
AND BAM!!!! thanks so much nefarious. apply skip to a fully alpha'd tube...BAM!!! thanks again man. one pepporoni pizza is on it's way!!!
oh well....i can't get a "sel" and "skip" in my masking menu. maybe it only works on zbrush primitives. or maybe i don't have sometin'.
yep, only works on prims.
thanks guys