Z 4r4 let's you add references to the grids now (while letting you offset them, etc.). The image plane plugin should still work on it and older versions. You can also add an image to spotlight and turn off spotlight projection. Or slap an image on the document or new sub tool
Hi MightyPea, no my model have no uvs yet, I read someone had a similar problem and just went to --deformation -- unify (x,y,z) hit surface noise again and now got it to work!!! ....I am no really sure with is this happening but ok! at least it works!! thanks for your time.
Ive recently tried using the morph target brush w/ z brush on the low poly when I subdivide it to avoid loosing the form i worked so hard on. but I noticed when I go up subdivisions again it happens all over. Is there a way around this? any help is apreciated! thanks!
Yep, i did this last year for a realtime visualization. The CAD models just need to be exported with a high resolution so dynamesh creates round shapes out of cylinders etc.. Or do you want to create a lowpoly direclty with z-remesher? That won´t really work.
Eric Chadwick said: Turning it into a gifv is a clever workaround, thanks! I edited the post with the new link. ------ I'm doing the nodes equivalent of refactoring code, still a work in progress, but I got a few interesting things to show. Technically I already can easily create hair with them, I just want to wrap up some…
That's the kind of operation that can't be done in a single action with Z-Modeler due to how it would create n-gons. You would have to resort to workarounds; either how you've done it, or by using ZModeler to delete the top and bottom faces, bevel the now-opened edge, and then use the close action to re-cap the shape.
if you use default z brush plane primitive and your target texture is 1x2 you can use 2 and -2 in Array for x axis (using append new button) and 2 and -4 for y axis. Also duplicate the original plane before this overlay scale up. You would be able to use it as a crop factor after you "grab" it , and then texture > crop and…
I'm taking my first go at using Z-brush for re-topology tonight and am having some issues. Whenever I export the re-toplogized mesh and open it up in 3ds max, the faces are all screwed up. There are overlapping faces, revervesed faces, it's really ugly. I'm not quite sure what I'm doing wrong. Any ideas?
Thanks for the site suggestions I found a bunch of free templates to make it look way better. DVD 2 is basically this: [ame=" https://www.youtube.com/watch?v=wKKuCW-YZ0o"]Tom Clancy's HAWX 2 Demo Mission 1 HD - YouTube[/ame] So once I'm done filming this whole thing I will put out a video + demo that is: "We are going to…
how would one calculate the angles of the servos without ik/fk anyway? (assuming you only input the position of the wrist of the robotic arm to the function moving the arm) id find it interesting if you could do your mocab device with only the use of acelerometers and gyros attached to teh limbs, with some sort of…