Sometimes I use turbosmooth but with a bunch of hard edges and then I use z-remesher in zbrush to round off all the hard edges. It doesn't work a lot but when it does it is really awesome.
Thx David, it is cinematic version and I put extra edges in order to keep pretty much the same polygon density just in term if it goes to Z-brush it will be subdivided in more efficient way.
My understanding is that for organic things such as z brush sculpts you would create a "mid poly" model which you could uv and then use displacement mapping to give you all the details.
CrazyButcher, Could you show me some code snippets in maxscript? Or hyperlinks relating to this? How do I know which pixel is for which x-y-z coordinate? Thanks Jack
I've noticed that as well. Whats even more strange, sometimes when undoing, if you unselect the object or mesh you're working with, then continue pressing CTRL+Z undo continues to work again.
Hy, Small update on editing the model, both hands and shoulders (knees and toes, knees and toes... what a lame joke :poly122:), as previously they looked like a pile of rotting cream pies. By"Z
I was 13, just getting into modeling in lightwave and uv mapping in q2 modeler and making some HORRIBLE dragon ball z models IIRC and posting them on the q2ppm boards. Good times.
I sometimes have this happen to me... make sure you don't have any bogus z-spheres hanging tout at the tip... it tends to create "Wallygons" on my machine. Cheers, Don
@Obscura Yes unfortunately, I flipped the green channel and still have the same issues, I have it as +X -Y +Z for the normal which is Lumberyards recommendation.