Just to jump in a answer about the speed of ZModeller. I feel it's very fast when you get to grips with it. As fast as google sketchup which I consider to be probably the quickest software for simple blocking out. As said i'm just learning it but I feel it may actually be quicker than Sketchup when I fully get to grips and…
thanks, lets say I enjoy a challenge ;) I'm working on an efficient method of "rationalizing" any poly shapes/edge outlines etc so it doesn't break other tools (First rule of Tools, Artists break everything! ;) ).... you could just union them all to get a "bounding" poly but then you can't have holes. Max sdk has a built…
-Eyes are too big and I believe it is what is making it hard for you to make any progress. -One guideline for spacing the eyes is that the head should be able to fit approximately five eyeballs across its widest part (parietal ridge ish area just google widest part of the head or head top view) and your eyes should have a…
I am sort of in a predicament between bad normal map but good AO or good AO but bad normal map. I either make my "high bake object" lower poly and my AO map has terrible lines and when I increase the poly count of my "high bake object", the bad AO map lines go away but now the beveled edges from the normal map look…
Sorry, I have no tutorials but it's not that complicated really. You don't need Affinity Photo. All same could be done in Photoshop or Gimp. Just google "frequency separation" in images. "HiPass" . "Wavelet decompose" in Gimp Yeah, Gimp did a huge step up not so long ago , has a few tools so lacking in Photoshop . Too bad…
The leather straps in your reference has much more squared off edges, (90 degrees give or take) and smooth surface. Yours is kind of mushy, and one layer of leather just gets smushed into the next. It looks like you went into adding detail before defining the basic shape. I'm still pretty new to Z-brush myself, (so take…
Hi Kris, I agree with all of the points you have said. As such, I have made a completely redone the models with proper proportions. I opted to take a top view and a side view screenshot (as best as I could) then made the model. The new v2.0 model (added in the original thread; green header at the time of this writing) is…
I saw some of your other post and i think that you are misunderstanding the idea behind making a highpoly, the main reason is that you want it to have smooth edges and details, so you can bake normals into a low poly mesh. There are many ways of making a highpoly but i will point you to 3 of them. Subdivision surface aka…
This is the High poly mesh not a normal bake down this is why I said: this 900,000+ triangle model, I was able to flip her stomach normals back but the rest this huge line that goes all the way around her is still there... and I was trying to find a good solution to flip actual model normals not bakes. Thanks though guys.…