Hi I usually coul duse finely the selwy brushes I have downloaded from a site to make folds etc , but now then I press alt to give a - value to the carving in the mesh , I get a black line instead as shows the picture , the + normal is ok but the - gives that , I may have perhaps pushed some button I dunno of ... any idea what could be ?
http://img151.imageshack.us/img151/7230/37269028.jpg
Replies
Turn off RGB, or switch off alternate, or set both colors to white.
Anyway ...
Here is how is coming along , thanks for the belt tips too ...
now I am wondering why the Noise on arms looks different from the noise on body? I have used the very same settings -0.00192 scale and -0.5 strenght but the arms ones look somehow brighter?
http://img542.imageshack.us/img542/6365/wiptj.jpg
It goes without saying to also make sure they're using the same matcap, and that the noise setting didn't have the color blending as well.
now this is just a minor thing I guess couse I am not going to render it , anyway , as side note where can I read a good tutorial on how to texture this model?
http://img215.imageshack.us/img215/8666/19457701.jpg
http://img9.imageshack.us/img9/7691/87644322.jpg
tough now as you can see some other weird thing happened , I spent quite alot of time to manually mask all the parts to extrude and what not with the noise , then I created the polygroups out of mask and come out pretty good m then did the noise and the other stuff , then I moved to work on other subtools but when I reselected the arms I find that the polygroups are as you can see completely messed up , is there a way I can fix this and for what reason could have happened?
As for the polygroup, only create them on the lowest subdivision level. Otherwise if you open the tool again or step down in subdivision levels, then they're going to get re-evaluated from the ground up (which will create conflicts as a vertex can only belong to one group).
http://img140.imageshack.us/img140/5811/59199613q.jpg
I already have split the mesh into 2 to increase the subdivision from 7 to 8 but with minimal improvement results .. any other way ?
also the look on the sides looks pretty much squashed and strange ...
It might be better to turn off the strength of the noise and use the color blending only to create a polypaint mask, then gradually run an inflate deform with an intensity of 1.
ZBrush isn't currently 64bit, so I don't think more RAM would help.
As Cryrid also said, the brighteness could also be subtool dimming (when you have one selected the others dim). I think you may have checked this though. Usually difference in brightness is due to this or the material or polypaint data or a mask.
How are you creating your high frequency detail? You may be better off creating it using a normal map afterwards and laying out your UVs in a way that works with detail normal map. Sometimes meshes get problems in zbrush that mess with the normal direction and converting to polymesh again can rectify it. There's also an option called Unify in the deformation palette. Not sure if this is applicable to you - maybe tell us more about how you're creating the chainlinks.