@pior The only drawback with 4R6 I'm using, is it being a 32-bit, so it can't use RAM more than 4 Gb, but other than that it has provided me all the features I need. Yet I haven't had many performance issues either, but a 64-bit ZBrush could boost things a lot, I think. I've also heard that crashing and unstableness with…
Yeah you can modify the UI like crazy, you can add/remove buttons, create custom rollouts, position stuff wherever you want it. I think you can even have buttons on the canvas if you want. For shortcuts, you can change these if you have ZBrush 3.1 - just CTRL+leftclick on any button and it will toggle the "hotkey assign…
Easiest way would actually be select the edge rings and delete them, then extrude new ones. Sometimes going back a couple of steps is faster than fixing it. Another way would be to select the last edge ring, press 'b' in Maya and keep the soft selection close to not affect too many rings at the same time, then just use the…
It happens when I save tools out. Just click on the desktop and then go back in to zbrush. Bit of a pain really. Also I find that the default of 25 for brush strength is 'way' too high. Even with wacom senstivity set to max firmness, I still have to set my brushes at 5 or 6 strength to make them work properly. may be…
So I have a mesh in UDK that's proper scale, 64x128uu which I've imported in from Maya. When I take the mesh into Zbrush to do some sculpts I noticed that a few things are messed up, particularly the Move brush and noisemaker. Things go back to normal only when i do a -1000000000 scale in the deformations to get the mesh…
I’ve been trying to create panel lines in ZBrush, but they’re still coming out jagged, even with a mesh subdivided to around 25 million polys. is there a better method for getting clean panel lines in ZBrush? Or should i just handle them directly in Substance instead? i have modelled my model in maya, and have imported it…
I'm designing my character for a game for Unreal Engine. Games usually have a big FOV (angle of view), such as 90 degrees typically. I set FOV to 90 in UE, Maya. and ZBrush. The perspective in Unreal Engine and Maya is about the same. But much different in ZBrush - it has much less "fish eye" effect. To demonstrate this, I…
great post gray, It's kind of what I have started to think about lately but taken a stage further. You kind of get to thinking that your art skills are not up to it, but if you carefully analyze what exactly the issues you are having, then you can work around it. My main issue was blocking out the main forms and TBH had…
Not really a pimp but me learning high poly and Zbrush. Sorry if this post gets long. I haven't done much Zbrush or high poly work so I'm still banging around learning a work flow. I'm hoping to get some feedback on ways to approach building this. The concept for the shield is taken from Warhammer Online. Right now my…
If i had to do this not in MD zbrush would only come in for the final touches. The best way I can think of is to use curves to draw out the peaks and valleys of the folds and then loft together. Thats maya terminology, but probably you can do same thing in any software I imagine. The benefit of that is that you stay low…