Hi! This is my first post, so apologies if it is not formatted ideally. TLDR; I need help finding a method to rig a character's shawl/cape that follows their arms beyond basic skinning. Any suggestions, tips or explanations on a driven joint-based shawl set up would be very appreciated! I cannot use nCloth or nHair…
I personally deleted the normal smooth and replaced it with stronger. And if you use a tablet play with preferences>tablet Z intensity (go lower) will help you get ebven stronger results quicker.
i wouldnt use z for texture painting at all... to blurry and no layer blend modes... and subdividing the mesh to multi mio poly to get a even vertex/pixel resolutin is a bit strange to me...
[ QUOTE ] mudbox seems slower and buggier at the moment [/ QUOTE ] quoted for agreement. plus, Z does not only cover sculpting, so you have to live with it anyway.
Thanks for the responses everyone! Thanks Eric! :) That's a great point and it’s something I am learning now. On a positive note, I am having a lot more fun now that I get to work on my own things, even though I am making negative money doing it lol… Zetheros, I still don’t know how bad it is. I just interviewed for a few…
But even everything is fine with the scale and the symmetry and the pivot, this dumb pop-up appears when you try to dynamesh an object with SpotLite(suddenly!) is turned on. Just hide it by pressing Shift+Z and then dynamesh the subtool.
obj to zbrush doesn't work? saved my sword model and exported to obj and now zbrush 4 doesn't see it when i'm in that folder trying to open it. do i need some kind of plugin for Z? Thank you