Here's where I'm at with the project. I have been really enjoying z-modeller and I do think I could of spent more time of the shape and things but the way I see this mech is a human like form and so I stuck with them aspects quite strongly ;) . The head piece at the moment is giving me a really hard time and I would love…
You're going to have less head aches if you go with the second technique that Lord Waffles suggested. It's probably going to be easier if you just model the peices in a modeling program, add supporting edges so you don't loose the silhouette when sub dividing, then export it and just sculpt over it. Doing it in z-brush is…
ya i have seen that too with rectify. I'll select a element that is fairly close to rectangular in the first place. click rectify and it will usually ball it all up and make a huge mess. Crtl-z Also can't get the linear align to work now in 2011. It never quite straightens it, always have to use the old scaling method…
haha! thanks Cexar. In my personal work, I can say that I find certain geometry lends itself well to non-uniform scaling to replicate "smearing". Usually 1-2 frames in one direction (x, y, or z) at the right time can produce a good result. If you find a way to download my video and step through it, you'll see what I mean.…
I would use a segmented box and the conform brush inside of max. I would probably add some specific cuts to get some of the topo right. Conform brush at ~1:30 [ame=" https://www.youtube.com/watch?v=z-4QcdAdMaY"]3ds Max 2012 - Sculpting Painting Enhancements - YouTube[/ame] I'm pretty sure Maya has something similar with…
Those are always the most difficult shapes to get for highpoly hard surface. float baking is difficult when you try to do it over a curved shape like a cylinder. You could try just sculpting with Z Brush and steady mouse if ur just using it to bake.. edit: I just noticed theres damage on some of those indenting edges too..…
you can UVW map in max, send it to zbrush, subdivide it up to like 7-8 times or whatever (make sure you do the morph target trick to hold it's boundaries properly for the first 2-3 subdivisions). fill it with black colour, then just paint onto it using standard brush at like 20 z-level and 75 rgb-level. export the mesh and…
I looked into how normal maps actually worked, I knew they were a vector but needed to know which axis each color used. Found out that blue is Z and should not be below 127. Now since the paint would dull the normals of the wood I went ahead and added a levels layer mask that brought the red and green channels closer to…
If blender was your first software its likely Maya won't "feel right", you have to.force yourself to practice with it more. After a few days you.will become more familiar with the tools, the basics are still.the same. One other upside to learning them is if you are needing.advice at work your coworkers may not be familiar…
Sorry, missed your question! I mean doing things like this: Colorcorrect3d_base.png. That's a 32x32x32 volume texture where every layer in z is laid out horizontally. In the case above I just have a texture of the RGB color space, and then apply color correction filters to it in photoshop. If you're still interested, I…