Working on the Fish Altar. Not too sure how to start off, havent used zbrush in yonks. My plan is to take this basic block out in to zbrush and merge it using dynamesh. Please feel free to correct my workflow if i'm doing something wrong or making it harder for myself.
Redid the hair completely, like 5 times. And am now redoing the textures. Here is the body pic( from a funny lowering angle!), lots of areas need some merging ( funny line areas ) and normal maps need to be painted. All textures/normals/specs are done in gimp.
Got a load of polishing done. Also worked on the area near the mouth and tails and did a lot of experimenting on how to do the baleen. Now to merge everything for a great bake and polypainting for putting some life into it! Might do a little more work on the wings and the body tail fin as well.
Ah, it's not a function I use too much, really. Just thought it'd be cool to merge all kinds of pivot functions into the almighty VPP. So your script looks at an objects regular pivot and sets the working pivot to the same coordinates/angles? And the other way around as well?
So, Your script is fine. Its merely something to do with how the VertexPaint modifier works. I think maybe the best route to go about this is to get the values from channel 0 (RGB Vertex Color) and invert that way. That way it will work with editable mesh and editable poly.
Its possible that a layer's record mode just isn't supposed to be toggled on and off 50 times. If you have heavy tweaks to make to an existing layer or are using blendshapes, it might be better to make them on a new layer and then merge down into the original layer? (Or does that produce artifacts too?)
have you looked in highgate? dont know how cheap it is, but a guy here got a good deal. might just be a one off though. north of the river is pretty broad. addendum; you might want to just consider merely living in the same zone as soho a massive success.
Since that's highly irregular, I'd probably converted the borders to a spline, and either converted that to poly to get the cap (adding Subdivide or Quadify Mesh modifier if you wanted subdivided mesh), or projected that to a plane with Shape merge (cookie cutter). There's also Terrain Axe for stuff that's not all the…
If you make sure each subtool is a separate polygroup when you merge the subtools(At highest subd level), when your done painting and you split by polygroup, you should be able to reconstruct the subd levels. You will lose the names tho, but thats pretty trivial to fix
yeah the old skmatter mudbox forums were a good place, hopefully wayne can get a similar community going on his forums, everyone just left the mudbox forums as soon as they were merged with "the AREA". We all know hes a fanboy but hes pretty honest about that