Hi, I just started to make a portfolio piece,also this is first HP model in max, I used blender before so I was learning while making this weapon. I would like to hear critics of any kind, but mostly if my edges are too sharp or too soft , and where exactly is this issue. Edit: this model is supposed to be baked onto…
hi I can't se part of the mesh in viewport. When turn the view, part of the mesh disappear. I try import OBJ and FBX, is the same. I control the normals of the faces. and they point outside. Is like the soft can see what the side of face is better to calculate. In ZBrush you can solve it, using "back side", how to fix in…
So the only things i ever use in the Modify/Command Panel is Edit Geometry, Smoothing Groups, Mat IDs and the Edit Edges/Vertex etc. tabs. I never need Soft Selection, Vertex Colours, Nurms etc. Although every time I hide/collapse these and switch between sub-objects they come back.. has anyone else been annoyed by this or…
Hi. I`m wondering is there soft or workflow for creating leaf venation procedurally. Texture or 3d model, doesnt matter. For example reticular venation: I know that it can me maid with voronoi cells, but i dont know how to seamlessly join little cells with big ones. Also how quickly add variation to veins thickness. Any…
Hey Guys, Hoping to get some more eyes on my WIP. This is the first character sculpt in the scene I'm building. still in the symmetrical sculpting stage, also does anyone know if Zbrush has a feature like Soft selection in MAx or Maya that I would use for posing my character when I get to that stage? I would love to get…
Hi. I think that the shape of the lips really gives this effect, you can make them smaller and increase the upper lip slightly. The corners of the lips are too sharp, there should be a soft indentation. I would slightly reduce the nose and reduce the hump. The bottom of the ear is too flat. The ends of the eyes are…
If you bring up the midtones you can see what appears to be self-shadowing, so they could be dynamic, like a single sun/directional lamp with shadows on. The soft spots seem to be SSAO because the characters have them as well around their feet. The diffuse colors come from the vertices, with split polygons for the sharp…
Thats right. Especially on the lods. Yeah it would have a similar "softness" to what scans have sometimes. But differently than Dreams for example. I believe, for foliage, and some other stuff, you will still need to use the regular approach. But scans or organic shapes can use this tech. As long as you are developing for…
It's just a convenient and universal way to do normal maps that works in literally any 3d soft without necessity of doing cages, un-skewing details, etc . Still you could perfectly cope without it in modern bakers . Well, until your hi-ress is too huge to be loaded in a baker . A whole landscape for example
Overall very soft features. I am guessing this is your goal? I think where the bicep inserts into the armpit might be a little wonky. Overall proportions seem like maybe a younger girl. Quads are great for zbrush by th way so unless you have already uvs I wouldn't worry too much