Hello there! So... this is my 2nd year trying to finish an enviro Challenge, hope this is the one I finish. So far I've more or less matched the perspective and proportions of the reference (I just started working on the 1st of Feb) Since I've had a hard time finishing environments so far, I will take a sort of MVP…
Hey everyone, I’ve started working on a new practice prop. Its a chemical/paint waste disposal bin. I found this one and thought it would be a great study piece because it has a lot of subtle form changes, surface damage, and material storytelling. My goal with this project is to: * Keep as much real-world detail as…
Ohh to do this you are going to have to get very fancy with Kismet and materials. If I am thinking about this correctly you want an object in the distance to fade in over time till it is 100% visible to the player and then fade out till it's 100% invisible with no popping, correct? If so you are going to have to do some…
I have exported an obj from Rhino and the resulting mesh in Zbrush is very messy. I would like to add fine detail to it in Zbrush but am struugling to find a good workflow. This is what I have done so far: Exported an obj from Rhino with Polygon Mesh Objects and points welded. I then imported this into Zbrush with quads…
I'm using Blender to export my object's animation into Marmoset. I've tried baking my object before exporting, using the bake animation feature when exporting an fbx, and I've looked at quite a few different tutorials but nothing seems to work. Everytime I export it, only a certain part of the animation happens and the…
About the Project A browser-based 3D social platform where communities hang out in shared virtual worlds using customizable avatars. Think of it as a cozy, low-poly metaverse rendered entirely in the browser with Three.js. What We Need We're looking for a 3D environment and character artist to create: Avatar Base Model &…
This is a really interesting concept with a lot of potential for environmental storytelling. (Broken items are abandoned then made useful again as the branches grow through them, branches continue to grow and strengthen the items as the player levels up, etc.) As far as the sculpting goes: the branches and roots that weave…
It's two different approaches. You could sculpt on the smoothed version of a subdivision modeling mesh, but that's then locked at the highest subdivision you ended up using, and, like you noticed, that's quite high indeed in order to be able to sculpt freely and not run into problems (although you should still work from…
Most likely the object is too big. iirc zbrush likes to work with objects that are 2x2 zbrush units. If you click 'unify' in the deformations tab it should resize your object to a more "default" size. Or scale it in max.