I wouldn't really worry about posing her yet. It is just a waste of time at the point you are at with the character, and also the pose isn't really functional or effective.
I like it. Far as I can tell, it looks accurate & functional, and I'm guessing the UV seams are where the actual seams on the material are - always a good habit
I haven't used it for a while but I think this tool has a function to export UV shells as paths to photoshop. The "Save Photoshop Path" button should do it.
It's great if your going from dynamesh to sculptable subdivisions, but don't rely on it for auto creating functional topology for you. It's still in your best interest to do that by hand.
they still limited to soft blending shader for terrain? i love copy and paste function tho Improvement for object normal static mesh? dang, about a time ... !
Tried zbrush for the first time today: P.S.: Did anyone else think the UI & save functionality of zbrush is... strange? (Or did I simply miss something)
Hey happy Holidays to you too :D Ow yeah i knew it but kinda forgot that function haha thanks for that reminder, always usefull! Thanks for the cheering :)
well it looks like the OP is more after studios using procedural asset creation methods. i take it unreal can function as a host in conjunction with houdini?