Hey guys, I'm trying to create a realistic look planet in zbrush, but for some reason when I use surface noise and import my alpha texture in zbrush, the tiling is not perfect even though I UV it in zbrush using UV master and it looks pretty clean, but again I don't know why the tiling thing when using surface noise is not…
you could use and bake vertexcolors from your highpoly (which can contain your albedo colours) to your lowpoly. Knald in its current state seems to be geared more in accelerating the baking workflow for surface maps (taking the highpolys surface into account), not for transferring textures between already textured objects.…
Thank you Oglu! But my problem is that the guides are much smaller than the represented hair. While the hair has normal length, the guide is so small you can think there is no guide, however in the outliner there are some. And meantime the hair shows correctly. Hmm. It seems the guides grows inward the mesh...I checked the…
Do you need it? No, but it's beneficial for anything organic and to some extent for hard surfaces. I would recommend trying Sculptris to start off (it's free and can be learned in less then 10 minutes). For work that's done without the use of zbrush, check out Paul Pepera, LoneWolf, and Tor Frick for hard surfaces. Also…
I suggest taking a look at Eat3d's 'ZBrush Hard Surface Techniques'. I've only seen the first one, so I can't really say which of the two would be better to get (although you may want to look into the 2nd since it takes 4R2 into account), either way, they will give you a much better idea of the types of hard surface work…
Modeling insets into a curved surface is a classic modeling conundrum. My preferred solution is to model the insets on a flat plane and then use a bend modifier to curve the shape. However if you you do that to a lowpoly and then subdivide it you will still end up with pinching, not as bad as your example, but still pretty…
Hahaa... I am not good at hard surface modeling. I might have better luck just beveling the edges and bring it into ZBrush. I've been consulting the hard surfaces thread in the Technical board here but I think I need to re-layout the topology on it before I get started. n88tr Do they look fat because they of their…
First topic: trying to 3D scan a flat surface that has a slight warped mesh. (like a slightly bowed surface) and how to fix this issue for baking flat map generation. Like uneven height & normal maps. (one side being brighter/higher than the other) and how to normalize them? (make them consistent, so they can be tiled…
Looks really useful. I am just wondering. Could I use this tool if I wanted to place army-pouches/backpack on a character model? Now I would merge the pouch to my scene and use normal align to make the backpack face in the right direction. If I could use this for objects that are attached to the surface as in the examples…
The lighting in the unreal scene is nice, but overall it's kind of clear to me what needs attention is textures. They are too procedurally noisy and don't have enough variation between different surface types. Because of this it's hard to read detail in anything and everything ends up blending together. ps: your first…