Its been too long since I released a tutorial. This weekend I went through and made a Zbrush 2 and max 7 video tutorial. Its about an hour long, and I cover zspheres, the paint deformation tool, hierarchal editing, exporting to obj's Importing into max the various levels and then using Max 7's render to texture to get a…
That's really cool, as being able to edit things non-linearly that way is a real superpower. This reminds me a bit of how FAOGen is still useful after all these years. As far as I am concerned I am satisfied with doing UV rearrangement/combining using the default Blender baking tool since it does UV channel transfer very…
I'd suggest .obj because I assume you're only porting static mesh geometry too UVW in Rizom?, whereas blender's fbx format will store complex data and scene hierarchy which can be a bit tricky, in my experience.
Yeah there are a few reasons, one is that sitting all the time isn't very good for you, keeps you sedentary, the angle that we normally sit in chairs isn't particularly good for your joints/posture, it never struck me as particularly natural to sit hunched over like we do all the time and I read through a few things that…
I'm shooting for something a little between to be honest. I was originally planning to do handpainted textures but my teacher insisted that at least two of the props had to have normal maps so I decided to try incorporating them in several other places and see how things came out since I know Carbine uses normal maps in…
Thanks! I'm not sure on the two-handed manipulation front yet. Currently the left hand can grab the whole mesh, and the right is free to do any and all actions on it. I don't actually do it in any of the gifs I've made so far, but I regularly do it while testing. It's good for extruding, the new face or edge can stay where…
FWIW, I find the Maya method of edge extrusion very scary. You're a simple click away from mind-bogglingly broken geometry! Being able to extrude an edge from the middle of a solid group of face creates nightmarish geometry where you have two vertices connected to non-continuous geometry, yet treated as a single shell.…
Some parts could be thicker, some angles could use adjustment. It helps to choose 1 point on the model, then flick your eyes back and forth between the two images.