well it depends 1) I guess useage of reference images/planes is true for most "real-life" modelling, I fail to see why it would be a sabotage using 3views for vehciles and such. I guess for organic stuff it is mostly there to lay out the main proportions, but looking back at photo references always helps. Although I guess…
Hey @Anchang-Style yeah its pretty straight forward for this sheet you want all your base meshes to be on the same plane when it bake and the floaters i have at the bottom of the sheet are still "base" meshes then i have floaters on top of the trims and floaters on top of floaters (floater-inception ahha :) ) anyway for…
Yeah for sure! The only thing about that technic is that it will make you loose all of your lowest division, tho there is usually a way to go around it and keep something a little more low resoltution somehow. (for tear up mesh it gets a little bit more complicated tho, but I usually redo a topology in zbrush and then…
You can do multichannel painting in a couple of ways. Option number one which I personally prefer is setting bake behavior to manual. For a specular color setup I have a layer on top of my albedo channel that's all black and a layer on top of my specular channel that's all 0.04 linear. Each of these has a layer mask or…
I'm sorry, but this tutorial makes no sense. Everything seems okay until you get to step 5, which is where things start to go awry. Out of context of step 6, it'd seem like a reasonable way to go, but once you say you have to Extract that mask, that's where I get confused. Extraction in ZBrush pulls or pushes a shell of…
I use heightmaps quite a bit, they can be helpful for helping to change hues and shit in deep areas, or messing with it to help pop out some stuff that sticks up. I've tried running a find edges filter on normal maps before then desaturating it, it makes a kind of edge mask that can "sometimes" be useful. Often times i'll…
My first reaction to Andrew's female mount... That aside, I think it's not a bad idea to have joke cosmetics JUST for April's Fools. But we need to ask Valve if they're okay with that. And to what extent the comedy material is possible. For me, as long as items are made from scratch and follows the setting (not the lore…
I'm not quite sure what you are trying to ask here...? In your comparison with Tors scene you are showing only the reflect actor on your screenshot, that is irrelevant as it will always look a certain way (and not show ingame) not determine how the reflection looks in your material. To put it in your material plug the…
What you're asking isn't possible. Projection painting is view/camera dependent. So as the distance from the camera falls away from perpendicular to parallel the texture projection will eventually 'smear' as it crosses the viewing threshold.(Mari has edge-masking to avoid this) You could use radial symmetry in ZB on…
ask and ye shall receive. these ones aren't really contributing to the silhouette at the moment, gotta curve them out a bit. that's the 400 tri sword, i've got a few more with more decent quad distribution. the head in the portrait view's doing some weird stuff with the lighting, dunno if it's related to the placeholder…