it definitely could be, but i am not alone i think: http://www.polycount.com/forum/showpost.php?p=1940321&postcount=321 did you turn on transparency when saving screenshots ? it is a saturation+transparency only bug it seems. saturation works fine without transparency, for me at least...
Yeah, but they've priced it way too high IMO. It's a great little app, but just not $390 worth. If it was maybe half that price I'd pick it up. Roadkill is a free app which does a lot of the same stuff, including the really handy coloured squash/stretch info.
if you put your pen to the tablet, start your stroke, and then hit shift in ZBrush 3.1, it will make a straight line as you continue your stroke. I don't think it works when you have lazy mouse on, but when you're straight up sculpting it works.
From what I've read about the exporter incuded with Steam, it's the uncompiled version of the HL1 exporter for Max 3.1. Not much used in today's world. That's why people are so upset. And if I get really into it, I might just end up writing some tools myself.
The one linked above is up to date. It's for 3.1 You shouldn't limit yourself to vray for maya tuts. Have a look at the vray for max tuts also. Practically the same in both. I learned a lot from the older gnomon vray series for maya- which is very in depth- even though I use max.
I don't think its possible to export animations to unreal without a skeletal mesh. Right now, unreal does not support vertex animation data from FBX files. There is support for morph target though. Have a look at this thread. https://forums.unrealengine.com/development-discussion/content-creation/491-vertex-animated-fbx
Wow Fozwroth... just utterly amazing! I picked up battlefield 4 a few days ago and I was impressed from the get-go but when I played Zavod 311 for the first time I fell in love with those trees and every other part of that environment. What are you secrets??!!? Breakdowns plz :)
Shadyra - thank you, i'm glad i could be of help! katana - actually that's something i was not responsible for :) it's made by our art lead Norbert Baki Castlestorm (Beta) is playable on Android (3.1+) Devices now. It's free to play so if you are interested, feel free to try!…
If you are using 3.1 you can use the wrap mode of a brush to create tileable textures and then zmapper or displacement to create your maps. Is a lot simpler then it was in zb2. Here is the wiki page for it. http://www.zbrush.info/docs/index.php/Wrap_Mode_Tutorial The other great thing is the zproject brush to bring in…
Well I've always done it like this Export lowest subdivision from Zbrush Unwrap the .obj file Import the .obj file in Zbrush using the import button and having the right subtool selected. Then it works, no need to use morph target. I've used this since Zbrush 3.1, why wouldn't it work on later versions?