Hi, I am using a vrayDisplacementMod on a mesh and it seems to be tearing up my mesh on the seams. I tried turning on the "keep continuity" option in the vrayDisplacementMod but that didn't change anything. It will be a huge help if someone can assist me in solving this issue. Thanks! ~
Can this be done? I presumed I could just import the base, subdivide to the correct level and then import as layer but it just explodes. Aside from going down the displacement map route, is there a way to import models into Mudbox from ZBrush and vice versa to continue working?
Hey everybody, 🌳 Continuing on the path of nature environments 🎮 Made using Unreal Engine 4, Speedtree and the Quixel Suite 🎨 More here → https://www.artstation.com/artwork/ea0orb I'm looking for any feedback to keep pushing myself forward :)
Anyone know the magical criteria you have to have before Maya's preserve uv's will actually work, I'm constantly getting this annoying error. // Error: Unable to preserve UVs. Disable the Preserve UV option to continue with this edit.
I'm working on a real time head for marmoset and I'm a bit spent so i really need some tips to improve model, shader, texture anything. I want to get this done right before continuing with pose and the rest
Hi! I have been working on this for some time.I have learned new things about Marvelous Designer and Xgen along the way and I have continued to refine my workflow for this type of work.Hope you like it! :) Artstation Post: www.artstation.com/artwork/Jlwq60
Starting off the Reaver handle then continuing on with the blade Following the blade, gave it thickness and working on the center piece Here's an up-to-date of the model Here is the final outcome of the Reaver Check it out on Shapeway: https://www.shapeways.com/product/9CE8GSQEY/reaver?li=shop-inventory
Hey everybody, I am still in the early stages of learning Blender and ZBrush, but I finished up these 3 models yesterday and would really appreciate feedback and constructive criticism. This would really help me to continue learning.
Hi to all! Is there way to use a Live Construction Plane as a grid with own coordinate system, like in 3ds Max? It rotates fine, bit continues to use world coordinate system, so I can't create a primitive with correct alignment on it.
I updated it and it still does it.... I Don't know weird stuff. If I move to 4.26 (I'm to 4.25 now) do you think that will run to this problem again? Because I have a feeling that this might be a continuous problem.