Ill post to post more advanced blockouts using it later, but yeah its handy. Regarding mudbox ... I use Flatten a lot and the one in Z just seems odd to me !
Exit edit mode and clear the document. Make sure your RGB and Z Intensity values are set to 100, then redraw the tool back onto the document and enter edit mode again.
i think that's why i never had it do that throughout the years - i was running Z in a window. had to rebuild my prefs for 4R6 and lost that. it must have saved with the preferences.
That's a good idea I'll do that. I just bringing the same head into Z brush over and over to get the way things work down before I start getting crazy with it.
Overall it's a likeness to the Z-28, but not quite right. The body seems a little too fat in places, the roof too low, and the nose not right. Also, the car is sitting a bit low on the tires...
Dynamesh is for blocking out shapes, not creating refined ones. Use Z-Remesher once you've got the main forms in and clean it up / detail it from there.
I dont get whats going on. It looks like z brush is putting a circular blur on my alpha which is much undesired. Ive chcked the alpha itself and its there are no greys which would cause this. Help?
In my arsenal, there is a python script. It calculates and cylindrical shapes too. # ---------------------------------------------------------------------------------------
# - pompVertNormFaceAvg
#
# - Sets the vertex normals of a face selection,
# averaging normals shared by multiple selected faces.
#
#
# - by Pontus…
to add something useful ish to the thread :P I don't understand how a project would use one main shader? for example, doesn't having transparency in the shader mean extra code? most objects don't need transparency so would you not have a non-alpha shader and one with? then what if some objects need normal maps and others…