Hi guys, I just finished a tutorial on how I sculpted and textured this rock: This final asset is a 2000 poly model, I have rendered it in Marmoset Toolbag. I used 3DCoat as a starting point then work more surfacing in ZBrush and finally texturing in Modo. Here is the tutorial video link: https://vimeo.com/118767169 Any…
yea alot of people tend to create the high poly first, cause then you can either just subtract edges in max or use a different program to create the low poly like topogun or something. For an object like this you may want to think about a modular construction approach as oppose to bringing the entire object in mudbox
Hello! I updated the 3dsmax preset to work with the new 2.54 Beta (r31864) Changes: - Automaticly adusts other settings like Turntable rotation, Select with: Left, Orbit Around Selection etc. - 1/2/3 changes vert/edge/face in EditMode - Alt+LMB to subtract from a selection (uses the Lasso tool)
It looks like you're ignoring Belias' original post Greevar. You honestly don't see anything wrong with this? He makes it seem like he just took that other persons creature and started adding or subtracting from it until it's different enough to avoid copyright issues. You really think that's an acceptable way for an…
hahaha Pubes that looks awesome! How much is Sculpy? Where do I get it? How are you working (adding or subtracting? Or both?) What tools? I MUST KNOW! hahaha Damn dude, that last posted picture is awesome - wth didnt you tell me you were working on this? Our kinship is broke. BROKEN!
Started a new sideproject to get away from animation and rigging. Kinda just adding and subtracting elements to get a design that works, as of now I don't know if it does but it's fun so I have that at least. Also pushing myself to get better at zbrush so we'll see how this fits into that, as of now it's all just Maya.
Getting used to the Maya to ZBrush Dynamesh workflow. All pieces made in Maya and brought into ZBrush for a addative/subtractive boolean workflow with Dynamesh. Love the workflow so far and am learning a lot. Gonna focus on finishing out the outer wheel pieces next. As well as use a weld brush to sculpt some weld lines in.
The code in the Combining Powers section on this page shows you how to generate the distance field for an ngon https://thebookofshaders.com/07/ At the end he smoothsteps the distance field to get a nice antialiased mask - if you subtract from the distance (offsetting the zero point) and abs() the distance field you will…
As long as the globe is one closed mesh, the boolean subtraction should work. Are you sure there's no holes in the mesh or anything? Sometimes using displacement-to-poly conversion leads to a messy tesselation, which could mess up the actual boolean operation, but I'm not entirely sure if thats the case at your end, since…
When I said "extremely finite rules" I meant it in the sense that others are nailing the concept to the T which makes you feel bound to doing the same. The problem which mostly happens is you realize that others are doing a much better job than yourself which feels like your addition is less than that, rather a subtraction…