You're generating UVs in world space when you do that only 2 components of the world space position vector are used, and by default that will be XY. if you put a component mask before it goes into the POM node you will be able to select which orientation it is working in. eg. choose GB rather than RG and it should tile in…
Bout zbrush, i got tired of the "spindle" like topology (infinite loops if you select rings, hated it) it created, it doesn't help remove rings(+) guess people got away with clicking remesher and calling it a day? Does it still spindle loop?
Modeling is one chapter. Quite a few polygon modeling tools in nearly all 3d modeling software requires quad topology to work. Edgeloop selection for example does not work well with tris or n-gons. So that's the thing that you need to learn first. Modeling with a useful topology. And there are plenty ways to achieve this.…
i think Nikhil is the type of person who will always be frustrated by the inefficiencies of a bureaucratically organized organization. I think its better to make your portfolio exactly as you want it to be and let it be a reflection of your art and your thought process and if it it filters you out of some studios selection…
posted a photo below, but all my work from yesterday just... isn't registering? I'm on the same material I was yesterday and I haven't made any changes. Saved my stuff (multiple times), went to bed, and now it seems like it's missing. the error says "No output node defined" but I thought my final base material node at the…
Day 117 of my 360 days of art:
🍒 Day 4 out of 30 days of sculpting. I familiarized myself with the ZBrush interface and also purchased a Udemy course on sculpting.🍒 I explored various selection tools, transformation tools, Fill, Strokes, and Swatches in Illustrator.
You could use ZModeler's Mask by Edge, mask the edges you want to move, invert the mask, and Move by Edge Complete. Alternatively after masking/invert, you could switch to the Gizmo and Go To Unmasked Center to move the selection easier in the viewport.
@v13r1 Hi! Congrats on finishing the crate. Some aspects I think can be improved: - It looks to me like there are some hard edges breaking up the shading in some places (prominently along the wide beveled corners and the look mechanism). I'd keep in mind that while UVs need splitting along hard edges, edges at split UVs…