You know, you can do a smart resym and it will make your original piece symmetrical. Just mask the side you want to keep. Go under the deformation tab and hit smart resym at the top. This will make the nonsymmetrical side symmetrical.
I hope ZB 3 lets you select polygons a little bit like Maya/Max/Lightwave in a way that makes more sense than paint select your selection with quick masks that dont work yada yada yada
Are you referring to the photo at the top, with the mask up? Because yes that is wrong, but only because it's a concept piece. I rendered the head separately and photoshopped it on. The actual one should be correct as Ant says but we haven't done any renders yet.
Valander if you are really patient try using masks with the lazy mouse option turned on. Use that you make panels. I't probably better to use a displacement map and the displace brush though so you get the precision you want.
A quick update on the Hibashi. Just started with the coloring. No work on the masks yet. Lucky for me that Brewmaster is alpha enabled, had not checked that before i started :) Might have to bind it to his spine instead of the mug which i tried this time.
While I think the environment props look plain fking awesome, the weapon design and the that character with the mask seem uninspired and nothing special to see there.. Otherwise, the work is solid and I want to find something wrong but I can't! Keep it up
Bodypaint with it's projection paint works wonders for stitching photos. I just project each photo to a new layer and then paint away the bits I don't want using masks. I've had to create quite a few assets that way before.
Does anyone know where I can download the original offline documentation of Zbrush that explains the basic features of ZBrush like Masking,transpose,topology e.t.c?Most of the pdfs available focuses on the new features of Zbrush 4r2,4 and 3.5. Thanks.
...for the more experienced folks here: Per rendered frame, is it better for the engine to call fewer but larger textures or smaller textures but more of 'em...The smaller textures would lay out and blend etc. with masks an extra uv channel or something? pf
just remember to use some awesome shaders on the ghost. Maybe use a cube map with alpha so that the edges of the ghost are transparent and its more solid towards the center at any angle, like the cell shading effect, but with gradients and alpha masking.