Don't worry =) Yes it gets quite more controllable , but still... it isn't really the revolution that it seemed to be advertised when it was released. The only sense I could make of the groom brushes is that they function based on the camera position (just like fiber's gravity and several other attributes).
Those results look great Mik2121. Passerby I'm fairly new in zbrush what purpose does the polygroup split serve? Could I not just import my cubes as one piece into zbrush to sculpt? Or bring them in as separate subtools then use the remesh function?
I'm guessing you're supposed to convert your entire shader chain to linear and let Maya do the last convertion back to gamma space? Could be that Maya texture nodes have "convert to linear" space functionality and you combine that with the Gamma Correction in the rendering stage?
You might want to try to use search function (top right of page) on forum before needlessly starting new thread as there is quite long one already. ;) Contains example, math, screenshots, couple versions of shader and link to download. And no I wont link it for you.
Looks excellent, its really refreshing to see a female with armor actually covering up her vital organs and not just showing off her vital assets, if you get what i mean ;) All looks functional and like it should be there, just great work!
Before you export to any other application. I would recommend you always use "conform" function under the "normals" tab. It will take all faces and set them all in 1 direction (Being either facing out, or inward). Hope this helps, Cheers!
silicongene is part of http://roboticnetwork.tumblr.com/ which now have a page that shows all their updates together yay EDIT: if you dont like clicking next page buttons and use the zoom function on your web browser I reccomend /archive http://roboticnetwork.tumblr.com/archive
Hey Particle. This is pretty good for an early piece of work. I agree with Spoon regarding the functionality of certain aspects. Also I would look into creating a specular map too as this can really help define the materials you are trying to create. Keep it up! Ed
Thanks wichenroder I have completely overlooked the masking function in WM, (bangs head off wall). This solves the issue just as you said I can just make a bigger terrain and create natural looking boundaries using masks. Cheers :thumbup: Pete
This is pretty cool! Love how functional the cockpit looks - the cables and piping adds a nice, claustrophobic feeling. I prefer the monitor designs on the side view , without the holographic panels. Holographic UI panels are so cliche right now, you see them everywhere.