I seemed to fix it. I created a primitive in zbrush and was able to edit that. I then switched back to my zTool and was able to edit it again. It gave a display bug of the mesh I was sculpting to bubble out but upon release it looked correct. I saved the zTool and reloaded and now its all good.
Great to see a fellow Dutch guy kicking so much ass. I love the environment, the sci-fi assault rifle shouldn't be rendered in zbrush, looks kinda ugly, I would try this instead. If you run out of resources, decimate and reload into max. http://eat3d.com/free/rendering_presentation
Thankyou! I'm hoping it'll be good enough for a portfolio piece (have to start somewhere I suppose). I'd love to get it into a game, but don't know animation and I didn't model it so it could open for reloading shells. So I guess at best it could be a display / replica weapon :poly124:
Update! Its been some time. Loads to do at work these past weeks. Anyway: As always, playable in browser at: http://oskarstalberg.com/game/HovertankGame/index.html (remember to reload page to clear cache) Changes: - New enemy: Tanks! - New pickup: score - Litte fire effect here and there. Todo. - Upgrades.
Hi everyone, I've been using Z-Brush to add some details to my scene and I've run into a bit of a problem. I go to load my file, but it loads a new/blank document and the right side is missing a couple tabs. I tried reloading Quicksaves too, but this doesn't load up properly either. Can anyone tell me the fix? Thanks
Alright, so the images are now larger, and the texture flats are uploaded :) may take a reload to kick in :) thanks again for all the suggestions, we are working on getting some functionality to let people go straight from one model to the next without going home next. once again. keep the crits rolling! I want this to be…
This particular issue shows that you didn't triangulate the model before you baked. So your triangle direction has changed from your baking app to your display app. This causes the typical "X" shaped error. Easy fix, force triangulate your model before export, rebake the normal map and reload the model with the new forced…
It happens wherever there are a lot of images, but here's an example of a page where it occurred. Load the page - got a few images, reload, got the rest. I don't have the best of connections, but this isn't something I've seen happen elsewhere, and Polycount seems to give up on loading quite quickly…
On the "Hideout Reloaded" scene I personally don't feel like those DOF shots add too much, the first DOF shot does not have too much in focus, and the second could look cool if we got a better shot of what was on the desk, rather than the from below shot currently in that means we don't get to see much of what is on there.
Nope. Re-baking in max shouldn't be that big of a hassle though; then in dDo you just use the re-importer to reload the new colour map inside your project and everything gets updated. edit: Just noticed there's a button in the dDo UI that's tooltip reads: Create a Material ID from the active layer so maybe give that a go…