I'm using Zbrush as it is, with a default UI and keyboard shortcuts and it still feels good and reasonable fast, especially when using certain hotkeys. Well... them minimal customization is that I drag and drop some options/settings to the left bar area for easier access, such as "Stroke" and "Light" which I use a lot.
Holy primary colors batman! Well, all of your pieces seem like they fit well, but your color scheme is blinding. If you're going with a default greyscale base, choose 1-3 colors that complement each other and work with that. Don't try and do too much with your space. Keep it simple.
Mayas smooth preview adds two divisions by default. Have you checked how it looks if you increase the divisions? (in the meshs shape node: smooth mesh>Sudiv Levels>Preview Division Levels) You can also preview the smooth preview divisions, then you can see better, what happens.
ZBrush is a 32bit app, so it cant access more then 4gb (and even then you need to be running a 64bit OS). With 16gb of ram you can open anything it can run. If it cant open an existing file maybe try changing the memory settings in settings/preferences to use 4gb before compressing, as it's not the default.
Try starting with a translucent material and a depth fade node. The default output should give you a greyscale output that fades your object as it gets in contact with other objects, but if you invert that and tinker with it a bit, I'll bet you can get an effect where it does something like what you're after.
yeah Layers always seem to mess with my polypaint. I would love to sit down with a zbrush developer and have them walk me through how that is supposed to work. Also, I'm finding that in 4r7, filling white or black with the flat color Mat is not restoring my objects to default Mrgb anymore :(
check your animtree -- there should be a blendtime option depending on what nodes you used to set the tree up. I had the same problem -- it was set to .2 by default (or some really tiny number) which caused my anims to blend. Setting this to 0 made my animations snap into place with no blend.
The noise is most likely from your orignal bake. From what I have tested, its due to the settings you baked at. use the default settings but add enable SSE on, Antialiasing on with the filter: Catmull-Rom global super sampling on hammersley with quality at 1.0 It MIGHT get rid of that surface noise.
Thanks, 54Strat! It looks much better now! It will take some tweak of the mocap data in order to avoid the sword to penatrate into the hand mesh, but this did the trick! I'll look into Space switching for a future project. I'm not working in a custom rig right now, just the default Humanik skeleton. Thanks a lot, guys!
Add an Unwrap UVW modifier. In the Edit UVs window, go to the Options menu and choose Save Current Settings as Default. Then collapse the stack. This helps most of the time, but sometimes my settings are reset anyhow, seems to be related to how I collapse the stack, but I haven';t looked into it further to find the cause.