[ QUOTE ] I want to take stuff from Max to Maya to Mudbox to Motionbuilder cleanly. [/ QUOTE ] [ QUOTE ] It'd also be nice if some things like baking of normal maps behaved the same in Max, Maya, and Mudbox. [/ QUOTE ] Damn straight. Max needs to be rebuilt from the ground up, in a serious way. I love the app, but it's…
I was able to fix the issue. project settings > rendering > optimisations > Early Z-Pass was set to "opaque and masked meshes" upon changing to any of the other 3 options, LPV kicked in. I'm now facing another issue. occlusion culling on causing my emissive surfaces to turn off when not visible in camera frustum - and thus…
Face still needs a lot of work in my opinion. I made a paintover trying to illustrate a lot of whats feels wrong. thee nose is way to big, cheekbones to high, chin not pointy enough, and the mouth could be a bit thinner. your also missing the Cupids bow on the upper lip and from the side view I think you need to push the…
This is just an assignment for my 1st year of 3d art at university. I was required to add all the different texture maps. The 4k was I was work at, never lowered them afterwards. I dont know how to use anything like z brush yet to do a high poly bake. Poly count is about 11k. clothing, character and hair are different…
Thanks for the quick Reply, For now the only way to see vertex world locations of a spline, is by checking it vertex by vertex. Which doesn't really work to get a clear overview of 1000 vertex points So i'm looking for something like this, red dots supposed to be vertex points. Something like curve editor only for splines.…
Alot of devs that used to have '2 mesh per eye' approach have since long abandoned this setup because it's too expensive and doesn't take into account correct attributes (be it physically correct colors with the gamma or other nick nacks), not to mention Z-Sorting issues with Alpha's and such. It's much better to have 1…
Update time. I spent most of the evening sculpting in Brush of the Z! Of course, having not touched ZBrush in about 4 months, I've already forgotten a whole bunch, but I seem to be getting there. Still having to finish the head, I'll probably spend tomorrow doing that and making tweaks to the mesh. I had to already adjust…
Really dramatic and cool skies man! I kinda liked how the whole scene had a fluffy and sunny feel to it before though. Kinda innocent in a way :P I started reading the stuff from z spline. Really cool stuff on there! But do you know if he's released his GViz to the public or if it's still in the making? I guess you where…
Makkon, sure but bit later)) Shortly glaciers are zbrush sculpting, mostly with mallet brush and square alpha for high polish> decimation > shader to specify local Z (Y) axis for snow and ice masking. Emissive to fake SSS, and vertex alpha to fake SSS depth + Image based lighting in shader + clearcoat highlights. Terrain -…
I dont really do any hi res, as for Z brush I would like to learn to use it. Some people spend a lot of time on the hi res run, then run out of time and the diff looks bad. I would rather use my time uv ing it well to get good res, as with the Darksiders cars I re did. I got double the res, and more time to get the Diff…