Hey friends I have some updates on the Lambo. I've been doing so many minuscule poly edits in attempt to get every corner and curve down as accurately as possible. I'm pretty happy with most of the model. There's still a curves to smooth out and some slight geometry edits to do as well. I've started adding materials and…
Many thanks for the help... actually i dont care about the mesh... i was just curious what is causing my issue. Flatshaded means ? Or let me better ask how can i fix flatshaded geometry ? The whole mesh was set to one smoothing group, i noticed that the LP is looking different... not really smooth even it was set to one…
The high, unless you intend to completely re-model it in mudbox? Baking it in max or xnormal would be your best options, xnormal will be able to handle larger files without crashing etc. Only if you intend to make edits after the fact, like to mask out some of the work you did in mudbox? Otherwise the mesh you sculpt in…
Thanks for offering to help Pyrzern. Sorry it took so long to reply. I thought I did already but every time I try to reply on my phone, it saves it to a draft instead of actually submitting the reply. I think I've got everything pretty understood from the Tut up until step 10, 11, and 12. It just seems to skip over way…
I'm not entirely sure what you mean. If you are only moving vertices, and not adding or deleting vertices, you can simply click on Editable Mesh below the skin modifier and edit away. It's fine to ignore the warning that pops up. In a typical art pipeline, the model if finalized before the Skin weights are attempted.…
This happened to me a few days ago, I was under tight deadline so I simply finished the IDs in Photoshop. I usually polypaint ID in Zbrush as it's quicker. Try this: instead of using edit poly, convert it to edit mesh. See if this takes care of the bug. As a second option try to separate each element (corresponding to each…
Yeah man, that's definitely strange...... also a damn good question to ask Pachter. Speculation again, but maybe the developer is just looking to get that extra $$$ because people are used to paying that amount anyway ? Sneaky... but I wouldnt put it past them! Edit: [ame="…
Hello!!! Hello Visceral!!! Thank you very much for your comment! You're right I will definitely change the The shape of the rock!!! Will probably do the texture then adapting the mesh to the texture :) I plan to do a tileable textures for the rocks :)EDIT* : And It's just a screenshot from my max viewport :) Thanks a lot…
An example would be just how quick it is in 3D coat to even cut a hole through the middle of another mesh, or add bevel cuts with a spline that I can edit and preview then undo and still edit the same spline to my liking. 2d grid plane snapping for details is also amazing. I've never really been a fan of the zbrush gizmo…
Some resources here on the wiki: http://wiki.polycount.com/wiki/MultiTexture http://wiki.polycount.com/wiki/Texture_atlas http://wiki.polycount.com/wiki/ChannelPacking If you're trying to edit this in the viewport in Max, be aware that Max's viewport materials can't show more than one UV channel at once. Sad but true.…