The new Z Spheres look amazing, even though I'm not sure what exactly was going on in that video. It almost looked like they were "painting Z Spheres," which would allow the accuracy. And did I see that right...they painted on their Z Spheres? I wonder if that's polypaint or some new kind of paint mode. Polypainting being…
Almighty_gir to fix the the import and export of your tools as in images and models go under Preferences find Importexport and it will let you turn on iflip X, Y, or Z and eflip X, Y or Z; the i stands for import and the e for export. There is also an iswitch YZ and a eswitch YZ. This switches the vector that stands for up…
miauu's Script Pack vol.2 is updated to version 2.2 Changelog: New Script: Align Working Pivot - Align Working Pivot to Sub-object Selection - align the X or Z axis of the Working Pivot. When two vertices are selected the X axis points from one vert to another. When three vertices are selected the X or Z axis is…
Arguing after given advice hints at a weak/unexperienced artist. Even if you think the advice is rude take from it and roll, develop a thick skin. If anything, be humbled that people that know there stuff are taking time to help. BTW are you starting with z brush? I have done the same, and after aquiring a bread and butter…
ok although you dont need this I will post it anyway because I prepared it anyway so: here is a code snippet that will read out your texture vertex points if you have a UVWunweap modifiert attached:obj = selection[ 1 ];if (classof (modPanel.getCurrentObject()) == Unwrap_UVW) then ( local uv = selection[1].modifiers[…
IF I plug a camera vector into the emissive and mask out the R and G, I get an expected result. The opposite of a fresnel basically. No matter how I orbit around the preview sphere. But... When I mask out G and B, I only get the expected result if I am orbiting the camera around the object horizontally, that is, if the…
Y direction is about the overall world axes, which way the XYZ axes are pointed in the 3d application. You can read a bit more about that here http://wiki.polycount.com/wiki/Coordinate Blender by default has the Z axis facing up, if I'm not mistaken.
I'm working on a project that uses Z axis so all the objects are facing X+ axis. I know I can change the mirror axis of each object, but how do I save it so it doesn't reset the next time I load ZPR? Or may be there's a way to change Zbrush's default mirro axis from X to Z?
Hey guys, I'm new to using spotlight. I'm just looking to find out how to pull up the edit wheel. I have rebound my Z key (Along with a lot of other keys so resetting to default keybinds is a no go), so I cannot hit z to pull up the wheel. When I add a new texture I can get to the wheel but when I start working if I want…