only thing i can think of is creating some planes in max along the x/y/z axis and importing them as a subtool, making them visible/invisible as needed.
Try increasing the Z intensity to 100 and set it to MRGB instead of just RGB and try to grabdoc after that. If that doesn't work, use Zapplink and then go into the alpha channel, heightmap should be there.
Hi everyone! I just wanted to share a script I've done for Maya to quickly be able to set the vertex normals based on the face normals. I know there are a few ways to do this within native maya, as well as a few scripts, but I haven't been able to find one which averages the normals for verts shared by multiple selected…
I finally got tired of waiting for someone responsible to do something about this. ***WARNING*** artist writing code - prepare for your computer to be irreversibly damaged. If you have ever tried bringing vertex colors in from Blender - you will quickly run into the issue of no vertex alpha - until now! This is a two part…
Heya fellas and fellettes. I see the need to incorporate sculpting into my workflow and started for the first time today. I finally decided to try Zbrush out and try to produce something. Peris posted his nice Generic Wall Tutorial and that has given me inspiration to create one of my own. My goal with this first test was…
Hello everybody, I have recently moved from using Maya 2008 to 2012 and I have been experiencing a few issues that are bugging the day lights out of me. Which I would like to have some help with. 1) Whenever I open Maya I notice a warning singe popping up in the Script Editor for a fraction of a second. When I open the…
I disabled the X,Y,Z when I did the remesh, that's not the problem. I'd like to find out what is though...but at this point I'm most likely going to retopo and project the details back on to the new mesh.
The behavior might have changed between that video and the latest version of Zbrush. If you're on 4R8, try changing the Taper's axis to just "Y" (the opposite of the video, which has X and Z on).
Eyes don't look decaled. They look the head is multitextured, and then they do the eye pass, there is no Z depth test, so it draws over the hair. Haven't played a Zelda game since '64. :(
I'd be interested, been using Z-Brush for a little while now but it's always nice to pick up new points. You'd need to give me the time GMT style though!