Hi guys I cant find any examples of well known "dynamesh+polish (from "Deform" section)" pipeline maded with ZBrush Core. It looks like Dynamesh are the sme as in regular ZBrush, and "Deform" section are lask of, at least, "polish by groups" feature, but still have "polish". Also i cant find any info about "Polygroups"…
Hello everyone! I'm having a little problem with zbrush wrapmode. I'm trying to make tileable textures and is using a mesh that looks like this: When I use wrapmode on zbrush it doesn't wrap correctly and looks like this: I'm guessing it has something to do with zbrush unified space.* I have used this basemesh sometimes…
I'm new to modeling and I was going to use a Makehuman model as the base and then modify it in Zbrush and animate it in Maya. Are there any technical problems with MakeHuman I should be aware of before I really get into the work (I've already started modifying the face in Zbrush btw)? For example, once I'm done in Zbrush…
Okay..so ive been using mudbox for about 4 years now...since its what my university had, and recently ive been worrying about getting a job as a 3d artist as most want experience with zbrush. Now heres my problem, 1. Ive been trying to use Zbrush on and off for the last few months...but just cant seem to get the hang of…
I've modeled and uved some geo in zbrush and then made a texture to guide the dents I'm going to model in zbrush but when I apply the same texture in zbrush the texture is flipped and moved down - as if the uvs have been flipped and moved to the center of 0-1 space. Maya: Photoshop: Zbrush: Has anyone had this issue before…
From what I can tell in your Maya screen shot, you have a lot of intersecting geometry. Everything you see happening in ZBrush is a result of your mesh in Maya. Depending on how you modeled this piece, you could have some nonmanifold geometry and/or ngons which ZBrush doesn't handle very well. The pommel appears to be…
If you're doing heavy dynameshing then you should be on the lowest subdivision level, and if you're still in the process of creating polygroups/edgeloops/grouploops as well then its a requirement. When it comes creating hard surface models in zbrush from scratch, my philosophy is to forgo subdivision levels completely in…
I have a strange problem that I did not come across yet. I have a model of a character with clothes, and during the modeling process I decided to make the clothing symmetrical. To do this, I used the 'mirror and weld' feature in ZBrush. I created the retopology in Modo, and noticed after the texture baking process in…