two suggestions - when using a matcap material you can edit it's material texture. just hover over it, screengrab, edit in photoshop and paint in a rimlight and import back into zbrush. - when using lights from the light palette then turn on a lightbulb and shift- or alt-click into the sphere embedded in the palette to…
Never been in any of this challenges but I'm eager to try, Im a total noob in environments but that's what I expect to be doing some day, so let's give it a try now that summer vacations come!. My vote goes to. Edit: Im switching my vote to the image below, its amazing and I really love that style :D Editing the image here…
thanks for the reply Tristan carter. I think I got the problems you listed(or at least it's an improvement on before) The progress shots in normal and perspective mode.(previous were all in perspective) normal perspective (edit i think i slightly edited the stomach between screencapping the normal then perspective. just in…
Thanks @BIGTIMEMASTER ! :) Today I made a little honey package design thingie. Had a lot of fun making this. The font I used is Merriweather and part of the free Google Fonts collection: https://fonts.google.com/ EDIT: might not post sth for some time, as my laptop seems to be partly broken :/ EDIT 2: Well the RAM was just…
Some new vids have just been posted up showing off the Luminous engine. The hair, lighting, materials... actually ...it's all just great! [ame=" https://www.youtube.com/watch?v=QIqYTekH9EQ"]Luminous Studio (JP) - Editing tools Part 1 - YouTube[/ame] [ame="https://www.youtube.com/watch?v=Hrdw4QLjNZw"]Luminous Studio (JP) -…
Unfortunately this isn't work with my model, because its too much polies, and the body parts goes wavy after moving the "bones", no matter how big I scale them :( I try bones and a biped in Max. Edit - I tried them out but Max is lagging like hell when I'm trying to edit the envelopes, so I must try to get the zspheres to…
I'm no expert but what i would probably try is to make splines for the direction of thebranches. Then make some long and curled helixes, add an path deform modifier to each and assign the splines as paths. Then perhaps convert the helixes to editable spline and tweak in the irregularities via soft selection. Or maybe give…
Just to be clear his last pic is heavily edited in photoshop to point out the extremely, extremely minor artifacts he's getting. The shot above that is the baked result, which you can't really see the issues with the naked eye(well I can't atleast). So you'll be on a wild goose hunt if you're trying to debug his edited…
Ok I updated some things. FIrst of all, I did a screengrab of 3ds. I put the subdivide modifier on the editable poly stack, and then collapsed it into an editable mesh. Then when I used the polygon counter, I clicked "triangles" instead of "polygons". Here's the image: Also, thanks for the info about the deforming when it…
Here's the other face I started on. Things that I know are problematic and that I find difficult at this time is the edge flow from the cheek to the nose, and the cheek to the mouth. Need more practice! That and I still.. still have such small planes. I'll start forcing myself to use big planes. Edit: Just noticed her eyes…