While using the Orb's crack brush try to vary the amount of pressure you apply.. this added with basic knowledge of how cracks should look should net you good results. As for the chiseled look you mentioned, trim dynamic seems to work for me when creating this style of rock. Trim Dynamic will will only flatten on the angle…
I have an intuos 4 medium, I sanded down the rough surface with tooth paste because it eats nibs like a fat kid eating cake. In comparison to trying my friends intuos 3 widescreen my tablet is far more sensitive, but thats because its the size of half of an A4 sized sheet of printer paper, whereas his is larger. I was…
I got you buddy :smile: Select any number of face vertices, the first being that which you want to copy from. Run the MEL script below. This will copy the normal direction from the first face vertex to all other selected. Code is commented so you can see what I'm doing to get there. Hope this works for you :) //Enables…
So I'm almost done working on the statue/stone carving that will be the lightsource in the foreground. I want to give it a look that makes it seem like it was carved into the face of the cliff, almost done with the sculpt. The bottom bowl is going to be a brazier where I'll be putting in a flame FX with Cascade. Thank you…
They will NEVER, EVER follow Pixologic's strategy. NEVER. Reason? They'll probably say that they wouldn't profit from it or some such BS. What they need to do is knock 2000$ OFF the price tag of a single seat license, because as it stands, it's completely unreasonable. I've got Zbrush and i'm not going back to Mudbox,…
Anatomy is more a knowledge than a skill. Skills with tools are what determine if you can make what you know/visualize. Anatomy Knowledge: This muscle looks like this from the front, and it blends into this muscle here and yada yada. Sculpting Skills: Best to use this brush for this part here, let me mask this area out,…
Hi Zodd It would be nice to see your new texture maps. From what I can see your maps are using flat colours and havn't enough variation. You need to add some noise to them. Find an image of noise for the material you are creating and layer this over your texture. Below is an example from a quick google image search of what…
If you really want to use the raw OpenGL render (Render -> "OpenGL Render Image" from the top menu), there's a trick way. Set the character material(s) to use either the Mask or Z Transparency modes, with the alpha set to something really close to zero, but not perfectly zero. This way when it draws on the viewport it…
The problem you're having now is stetching and uneven uvs before baking. You need to check that your uvs are more or less the same scale. Take your uvs shells and sellect and the uv verts then use the unfold tool in your uv window and it will average it all out. Two ways you can check to see that everything is to scale is…
Agreed, I just droped the Sub-D and Inflated with z-sub. It's actually not as easy as I thought it would be to find damaged shield reference. I plan to put more wear and tear, I've been using the shield as practice for figuring out Xnormal..which hasn't been going so hot... Yup, been watching tuts, reading, tried quite a…