I have started sculpting objects. Begin from a small ones, because I have major lack of skills in that area. Candles are great objects for learning zbrush ;) and the smallest object in a scene: In-game low poly: also In-game low poly: fingerbone HP:
I need to perform actions on multiple objects at once, however maya does not allow some actions on multiple objects, so i must combine them first. This is a problem as i need to retain my objects order heieracy and name. is there a way i can restor the combined mesh to its uncombined state later?
Hey guys. I'm having trouble whenever I assign a certain shader to one of my objects, I get the error "Error while parsing arguments". It only happens when I assign this shader to this certain object...but It it just baffling me what is wrong with it. Anyone happen to know how I can get Maya to assign the shader to the…
Five! No it really depends on the object. For a closeup of a gun barrel you would use more sides then for the pillars of a fence. General rule of thumb is, if a player can get really close to a object and its a hero-object then add more polygons to it.
if its for normalmap baking would do that with a floating object. if its a highres object and its made of metal there could be a third object (weldseam) to hide this area. i would go with a creative solution and not trying todo magic if its not needed.
Hello guys, I need a great help, I'm making a simple object using ZModeler and the Insert Nanomesh feature. The result is this below: My question is: How can I export this object to a gaming engine with the nanomesh details? My main object is already lowpoly, what is the workflow when using nanomesh? Thank you
I'm working on a project that uses Z axis so all the objects are facing X+ axis. I know I can change the mirror axis of each object, but how do I save it so it doesn't reset the next time I load ZPR? Or may be there's a way to change Zbrush's default mirro axis from X to Z?
You will need to change the StaticMeshActor into an InterpActor by right-clicking it and selecting 'Replace With...' (I think). You can then change it's Physics to 'PHYS_Rotating' in the object properties (select the object and press F4) and set a value in its 'Rotation Rate'. Hourences has a good explanation of animating…
I don't think it can. So far I have only been able to assign one material to one object. When you export to .OBJ have it group by material rather than object. It might break at the seams but it will make separate objects for each material.
Hey! I noticed that the wood material looks a bit off because the grain direction doesn’t match the shape of the object. Could you share how you made the material or applied the texture? I might be able to give you a few tips to fix that. Also, the geometry could really benefit from some beveling — right now the edges are…