i'd say try to use your baked normals map but not the curvature. You could add an AO map though. If you input both normals and curvature map, ddo will build his curvature mask from the curvature map you input and wont use the normals. I did search the topic quite a bit and so far my find is that ddo does a much better job…
Just a quick work in progress showcase of a new prop that I will be focusing on over the next month or so! This will be completely modelled in Zbrush, then brought into Maya for retopology and UV adjustments and then finally brought into Unreal/Marmoset for final renders and set dressing with some Quixel materials and…
Hi All, I'm working on a model (below), and am wondering how I should incorporate booleans into my detailing workflow. I got the major shapes I want on my model and want to add some boolean details on most parts. I normally create a concept, then extract the parts I need and rebuild using zspheres before creasing to create…
I want to get more comfortable with Zbrush and I want to be able to create characters or creatures on a whim. I want to be Zsketching easily. Anatomy is holding me back so I want to try to get certain things correct. I threw this together today. Some really cheesy Zspheres because I couldn't go any further and then…
OK, I'm in a situation of my own making because of lack of planning. I have a nice highpoly sculpt in Zbrush. It's a dynamesh object so there are no lower detail versions. I would like to make a game rez version of this but there is the issue of UVmapping the high so that I can transfer polypaint info to a low rez. I have…
Hello, I have (kinda) finished my (first) model wich is Finn's Sword from Adventure Time. The thing now, is that I would wish to do something with it, and for this, I need to lower polys and use maps to run it elsewhere than ZBrush. The thing is that I don't know how to make the normal and displacement maps because It says…
I did this really quick while trying out my zbrush trial (first model ever, please ignore the atrocious attempt at facial hair and anatomical mistakes). I don't know how to fix the pixelated look of this. I tried upping the resolution which didn't fix the edges. I also tried the dynamesh feature (well...I forget what it's…
Hi everybody I just started modeling a revolver (Swiss 1882 Ordnance Revolver) not too long ago and thought I'd throw it up here to see if yall had any feedback. Heres some of my reference: And heres what I've modeled so far: So far as I can tell I'm only missing a few doo-dads, I was thinking I'd just add those on then…
I'd at least use some of that geo for the low poly since the topology isn't dynameshed and looks sensible enough as a base to start the low poly off of. Just need to add/remove geo to clean it up and so it'll conform to the high poly and bake correctly. The approach would be to clone it and leave it until you are finished…
You've included some great subtraction brushes. A nice addition would be similar ones that are additive (Using negative brushes in an additive way produces an unattractive result). Another thing that would be awesome to see is an insert mesh brush in the same vein as some of your old rocks that you've done. It would be…