So...you're combining all of your subtools into a single dynamesh, then projecting from the original sub tools to the new combined dynamesh, and then you're projecting again onto a polygonal mesh? I would... (in a duplicate tool to keep your original subtools) merge visible -> dynamesh at high resolution -> duplicate…
One thing to keep in mind is that you'll need quite a hefty pc to get the best out of it at least from what I've seen / been told. 512 ram minimum I'd say, ideally as much as will fit in your motherboard. ( I'm a bit of a Z-noob though, looks like there's a lot you can do to help performance like hiding parts of the mesh…
Excellent.. and in blender it's the Extrusion parameter under the back option.. here (diretcly imported) a simple 0.1 m will do to prevent the high/lowpoly "Z-fighting" ( but i'm not sure if this is called this while baking normals.. ) .
When I was working on my UC entry I tried to figure out how Epic did their skymaps and why they did it that way. I know now how but not entirely why since there is a bit of waste UV wise. They could be used as reflection maps, but a proper cubemap would be a better option due to it actually having a ground in the map.…
ok... so i've started too many projects recently. I was overscoping on all of them, then i had this idea. Everything is falling into place like it was meant to be. The idea is about lowering scope as much as possible. I'm taking a step back from high-res art because it takes literally 3-5 times as much time to do the…
Hello, I made this thread to learn a few things about max script. I'm still very new to this and I don't expect to be pro at this anytime, but I just want to make scripts that just makes things easier for me. that includes Clean, and easy UI for the most part. Here is what my UI looks like. most of the toolbars are things…
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Hi guys! I recently googled for this feature but had no chance to find something. Question: I want to move a subtool along two axes not just one. I am using Transpose line and press shift to move along one axis. It is simple when in 3ds max but in Zbrush this became a time consuming trouble to navigate many small details…
I'm trying to sculpt some detail onto a building, its meant to be heavily damaged for a nuclear fallout and just managed to keep standing, I seem to be having some problems with certain areas being to tight to sculpt on, before I started sculpting I imported it and used crease option in z brush to keep in quick tight at…