Hello there! I sculpted and poly painted the whole character in Zbrush Concept by Mohammad Z Mukhtar All Comments and Critiques are totally welcome If you want to stay in touch you can check my Artstation and my Social Media: Arstation Facebook Twitter Instagram Turntable: https://www.youtube.com/watch?v=ao9XgoUz--Y
Hi forum! I did this character in Zbrush just for the fun of it. I built the base with Z-speheres and took it from there. I didn't do any concept before starting out, I just wanted to do what came over me. Feedback is appreciated! :) I hope this is not offensive to anyone here. Thanks! //Jim
I'm looking to make a tiling texture for my university project. I have sculpted some sand tracks (which you would find on sand dunes) and I was wondering if there was a way to offset the mesh like you wound a texture in photoshop? Are there any 3ds max or z-brush plug-ins that do this? Many Thanks :smiley:
Dean here. I'm working on this ball animation and I'm looking for some feedback. In particular, if anyone has advice on how a ball rolls down a slope that would be great because I feel like I'm just grabbing the z rotate and spinning it at random. Thanks in advance, Dean https://www.syncsketch.com/sketch/3b6f10afb9a7/
hey guys i have this problem in UDK where i can take a simple flooring (4000:x 4000:y 100:z) and i bring out a Static mesh for (ie-Pillar) And i do a CSG Subtract on the floor and it crashes. Any idea's on waht this could be? Thanks in Advance, Emulsion
What are the best mini-map systems you all have come across in games? Specifically ones that are always on a small portion of your screen, and have to account for Z (overlapping/layered level-but not space). Ones that don't require more than a glance to see whats up. Trying to get some inspiration here.
Might as well show my progress with a few things to note I noticed that the yellow portion of the cup is z fighting with the glass jar (blue portion) so I'm planning on extruding the yellow portion a bit. The plan I have for the yellow portion is to include an Alpha channel.
Can you output the depth texture itself? See if it has those stripes. Edit: also, try something with the vertex Z coordinates instead of depth-texture or "screen position". In the vertex shader the coordinates are relative to the eye, so the vertex Zs in there should be useful for distance effects.
Yes I'm mirroring the UVs both across x and z. But I agree that my textures are my weakest area. I'll post a texture shot tomorrow and hopefully you guys can point out what I'm doing wrong. Thanks for the criticism, it really helps!
Thanks @WilliamB_Art for liking my work, For wire frame I could't focus on Low poly because my main focus was to create a realistic texture, So for that I use Z Remesher in zbrush and not focus on poly count. Here is screen grab of wire frame and UV's -