i am not using the clone tool. viewport canvas is not used here at all, i am using a camera per pixel technique, i've rendered a side view of the model and baked it into a plane mesh, and using the camera mapping modifier for projection. but i dont get why some parts of the model are grey
Where you have those triangles on those faces make sure those faces are planar/flatten. If you have the triangle modifier on in Blender, I guess you can do is also check if you see any triangles on the mesh/faces. If you haven't already, make use of the polygroups in Zbrush.
[img]https://i.imgur.com/ylActp3.jpg[/img] I've worked on this off and on for a while, think I might leave it like this.At some point in time you just gotta call it quits whether its perfect or not; otherwise you never finish you just edit and get critiqued and modify indefinitly.
Thank you for the review Tobbo, I modified the sword to what you had commented on and the silhouette does look better for the sword after the cuts were modeled in, and the grips dented inwards. Thank you for the critique let me know if there is anything else that is apparent that would help my models look better.
Ok, I tried optimizing the mesh in the areas you have highlighted with the top edit poly modifier in your stack. I wasn't able to get it to crash, but I am running the update 1 release. Do you have the update 1 installed? I'm wondering if this is tied to a defect that is already fixed.
Impressive work! Anyone could break down or explain the "Normal Adjustment" part? Because I understood that you use "DistanceToNearestSurface" node to make a simple mask and put the respective material into it, but how he used the "DistanceFieldGradient" to tweak or modify the vertex normals of that specific zone? Thank…
as someone that enjoys non destructive workflows i can honestly say that a program with functioning modifiers is heaven to me. Locking everychoice i make by collapsing history etc is no good :( and that from my experience makes max a very powerfull package. Sure it has some retarded stuff but all programs do.
Hmm, I'm not sure. The render bar in Quixel Colors is just a simpler way of 3Ds Max's RenderToTexture window, we've modified it to render out in TIFF or PNG format, Can you try render out with just 3Ds Max's Render To Texture and let me know if the problem persists? Thanks, Scott.
With a polygon mesh, smooth preview with "3", and pgUp/pgDown to set the subdivision level. This and more is in the attribute editor for the shape under "Smooth Mesh" There's also subdivision surfaces, one of their early attempts; it can do all the up/down and local subdivides. But it's not worth using most of the time.…
The railing I would create with a bend modifier, splines would work as well it truly depends on what you think will work best. The holes probably should be geo, though I am not even sure what the hell they are. They read a bit oddly. Could be holes, could be small supports, could be pegs.