if v1.z > v2.z then 1 else if v1.z < v2.z then -1 else 0; this line tells if it works upwards or downwards if v1.z > v2.z then -1 else if v1.z < v2.z then 1 else 0; this one should work the other way. (not tested)
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…
So... How many of you USE Z Brush and create outstanding things with it? I have only ever used Mudbox. But that also means base-mesh creation in Max, as Mudbox doesn't have anything like Z Shphere. I used Z Brush once, but there were SOOO many things on the UI that I really was confusing and intimidating. I love mudbox…
Today I want to share with you tips on using Udim, texture sets, texel density, padding, mipmapping and other techniques in various situations and when errors occur. This material was created by the author himself, but it also includes information obtained from other sources. Editor and creator of the idea: Daniil Lyapin…
a slight variation or how you simplify the geometry.... --********************************************************************************** fn make_cube_side tmesh fi f1verts f2verts matid smg =
( setface tmesh fi f1verts; setEdgeVis tmesh fi 1 true; setEdgeVis tmesh fi 2 true; setFaceMatID tmesh fi matid;…
For a while I am looking for some similar to Zbrush 2,5D approach solution that would be allowing to work nondestructively and resolution independent. I mean with resolution independent layers having depth info for proper Z blending to each other. Photoshop smart object and linking: Works not that bad but to get proper Z…
z brush normal map baking steps 1, Ok so your finished sculpting your detail in z-brush, now you want to make you low poly model in max and you want to make it reflect the silhouette of your High poly. (I usually export a low poly version of the model from zbrush to model over with the low poly in max to get the silhouette…
Ok, I'll do 2 posts here. This is a noobtastic GI light dome but it works. I've got another one on my work machine I can show you on Monday if this doesn't work. It's real similar though. Paste this in the script editor and hit enter: //PrerenderPyramid v0.7 - (c) Dmitry "Troydm" Geurkov int $lights; float $intensity;…
Hey there. 1. When cutting it up in max make sure you are not creating Ngon City. I can see in your hole a giant N-gon-boy. you can check by going into "selection" in the ribbon and the rightmost set of options in the ribbon lets you select polygons with <4 sides (mo den 4). in poly face mode it'll light up your model…
wait i do have a zbrush workflow to create NM's from. i got it from a friend which i credit and his name is TIM GRAYBILL hope it helps ya : z brush normal map baking steps 1, Ok so your finished sculpting your detail in z-brush, now you want to make you low poly model in max and you want to make it reflect the silhouette…