Is this thing accepted from studios? I want to model/sculpt a hard surface in Zbrush and later use that for retoplogy and to be used in animation. I really like how Zbrush handle hard surface, it is 100x better than Maya. So i was thinking, can i use Zbrush apart from character to sculpt also hard surface? Like mechanical…
Just wondering anyone else tried using zbrush from start to finish for hard surface modelling, I know there is a tutorial at DT for it. But who here uses it for there hard surface modelling. Starting there base mesh in zbrush and finishing it all with just zbrush.
Ivy Generator WIP. -Point and click spline modeling. Every time you click, the script will trace to the nearest visible surface in the scene and place a point there, and then offset that point based on the surface normal of the hit. -the surface of the ivy, no matter how thick, will always conform to the surface in a way…
Neat looking model and concept also really liking those fat bevels :thumbs up: "...I'm considering keeping them and trying out the Zbrush workflow. Still not sure. Feedback on this would be apreciated. Also, should I avoid a subdiv workflow at this stage, since it can be slower?" Yeah zbrush, I'd say go for it probably add…
I'm making a moth particle with a sub-emitter intended to look like the moth lands when the first particle collides with a 3d object in the scene. It looks fine when it lands on a flat surface but on an uneven surface like this sphere, the moth lands flat and hangs in the air unnaturally. How can I make the particle align…
MESHmachine is a blender mesh modeling addon with a focus on hard surface work without subdivision surfaces. https://www.youtube.com/watch?v=5hvusH1QrRc Out for Blender 2.80 now! Fuse, Unfuse, Refuse Plugs Available on Gumroad. Comments and questions are appreciated!
to be pedantic... Tangent space normal mapping should be viewed as a modification to the low poly surface normals rather than a replacement/override (because that's exactly what it is). object/world space normal mapping is more like a replacement
hey hey.. im currently workin on a high-p piece that will require a rectangular inset on a curved surface.. my problem is that i cant find a good meshflow to make this look right w/o pinching. take a look at these example pics: 1. flat surface = inset looks right 2. curved surface (well kinda but u get the idea..) surface…