^ Yea if you want a bit of glow/bloom at render time and you're using scanline, that's the way to go. I think there's a switch to turn on Z-Depth otherwise it will glow just as much when its off in the distance as it is up close. If you're not doing any animation then its fine to not worry about it. But if you are, it…
I saw the commercial for Kellogg's Mini Swirlz (yes, with a "z") and simply had to buy a box. It reminded me of a cereal I ate in my childhood, which was also deliciously shaped like cinnamon rolls. But this new Mini-Swirlz stuff is terrible, it tastes like raw dough, condensed into a small toasted nugget. And when it gets…
Judging by the model, it's probably Max acting funny again. Just drop it into unreal to trim down the potential offenders. Before you do that, make sure that when you bake the maps, your space coordinates in Xnormal are set to x+ y-z+; these are the settings that Unreal uses. You wouldn't believe how many times I forget to…
Wait a second.. you are saying he can't just slap it into z-brush (insert any other technical gimmick)???? Pretty much agree with shotgun, even though I have no artistic education what so ever (but plenty of medical anatomy courses). To bad that damn voxelman isn't a free download, as even a few screengraps are such a…
So here's a z brush update. There's some surface details that are kinda hard to see in the images, but ill work on making it more present when i do the texturing and such. I also made a few changes to fit within the guidelines,but i still and going to try to do the cybernetic screen overlay, but i just gotta do it…
Ok, I suppose the real reason for my concern is that I see Photoshop as an industry standard, and although I know its helpful to know many programs, I want to learn the heavily used programs first like 3dsmax, z brush, Photoshop etc. Even if they teach AI I still plan on learning PS though. Also you said that was a…
For what you are doing Shimmer I end up planar mapping and selecting faces in the ortho views. Sometimes I'll select all the faces and deselect the ones in the other directions and then extract them with keep faces together on. So you end up with all the X, Y, and Z faces as their own object. I'll planar map each object…
Thats pretty much my method, otherwise you can first block out the body and head at a very low poly state. Then go to Z-Brush and do all the sub-dividing and add all details, bring back into Maya/Max or Silo and rebuild the geometry topology, uv map the mesh after seperating the pieces, then texture it. It's all up to you…
All of your tips were very helpful! @Ruz - I tried this but Maya and I disagree heavily on how things "work" and I can't seem to get the program to cooperate in regard to modeling. I've tried tutorials and things currently aren't working out. Trying Blender shortly. @Joebewon - I'll follow this advice; I poorly assumed…
Pretty much what gsokol said. Now I'm no expert, but a few tips to streamline the learning process. ZBrush has a TON of buttons. You can pretty much ignore about 95% of them for the time being. If you're just getting into sculpting, you can get away with just familiarizing yourself with the tool pallet, and a few brushes.…