Nothing like Philip Pullman, but great books nonetheless: The Cone Gatherers The Testament of Gideon Mack Breakfast at Tiffanys The Great Gatsy World War Z Crooked Little Vein Stranger in a Strange Land Fahrenheit 451 Sirens Of Titan A bit like Pullman: Scar Night
hey DAz, Bay raitt did a quick pass on an ant lion model with Z-brush for them in like 20 mins at a conference. It made valve stick with normal maps,( valve was decideing whether or not use normal maps at the time) Source. The booklet that came with the Special edition.
UPDATE: "Vubo" full 3d animation short is now online! [ame] http://www.youtube.com/watch?v=hTuTwjv2g04[/ame] OLD: Trailer for my 3d animation short "Vubo", coming soon September 1, 2010. [ame]http://www.youtube.com/watch?v=z-QrmoFvgEQ[/ame]
As seems to be his fate generally, I'm resurrecting one of my favourite videogame characters Sir Daniel Fortesque from the MediEvil series. I'm kind of... finding my way really, trying to learn by doing. This is a character turnaround out of Z-Brush (Not sure if this is the best way to present it...)
Hey guys, I've been wanting to do some particles where they only rotate in 2 coordinates instead of xyz. I've been looking all around for a solution of getting a billboard to follow the camera in XZ coordinates instead of only Z. Any ideas? Thanks in advance.
Luciano Laudani wrote this, so I thought I'd share :) import mset selected_folders = [x for x in mset.getSelectedObjects() if type(x) == mset.TransformObject] for folder in selected_folders: baker_targets = [y for y in folder.getChildren() if type(y) == mset.BakerTargetObject] for z in baker_targets: z.maxOffset =9
Hard Surface Height requires NDO layers to convert. Height in this mode is dependent upon the z-factor in each NDO layer, as this determines the height of the conversion it generates. Without NDO layers you'll need to use the standard height conversion instead.
Getting furthur in. Still loads of work, have been learning a new (for me) non destructive workflow in Z-B, using a combination of layers and morph targets. Lower jaw still needs some work, as do the eyes and temple area.
It surprises me that Shapeways doesn't appear to allow coloured VRML prints given that their Z-Corp sandstone printers should support them. ZBrush exports them natively with the polypaint data embedded in the model - no need for UVs and texture size limitations.
EDIT: Lol, nevermind. Just when I get the most frustrated, I find a tutorial that helps me figure it out. Big image tutorial warning: http://yfrog.com/z/5jtutpsdj I've got my map now :D