No, not elevator. This is impossible. Because the direction is not vertical along the line. Two alternative for going to descent: 1-Camera animation 2-Imaging probe I think first option is more appropriate. Thanks.
Just a quick question. Wouldn't the adjustable knob for the stock extension be vertical? Horizontally it looks pleasing to the eye, but doesn't seem to make sense. This example shows the horizontal dial adjusting the top panel.
It's possible. you need an odd number of hex's horizontally and vertically, which means it may look squished. But this can be fixed within your shader or accounted for in your UVs, I imagine. and with colors
So he looks fucking awesome, I would love to see him in a game...however, those scales on his head go the wrong direction. They should be vertical bumps, not horizontal :x
yup, this worked. The key is select edge subobject with CTRL+SHIFT button. CTRL button alone deletes entire selection including other polys connected to vertices of the initially selected edges. Thanks.
his head seems a lil squat on the shoulder.. may want to take everything from the neck up and stretch it vertically, just to see if there's a positive difference... otherwise.. killer use of the tech, duuuude
@Revel, select 2 vertices and use "connect" (and bind the connect function to a key, time saver :q ). You can also use the cut tool at your own risk (it's not always precise)
i found out that I needed to flip my height map vertically in photoshop before importing to Zbrush in order to line up properly. So it's working great now, thanks popeye!
oh Almost forgot - Im trying to fit one model over another, but both models have differing numbers of vertices. If they did have the same number, this would be a lot easier of course.
cool man, personally I would have maybe tried one less vertical edgeloop and added a horizontal to round out the sphere more, but I like what you're doing here