hey i was curious on how to paint on 4096x4096 texture on a character using poly paint in zbrush. and the process of painting in z brush. My current problem is this the texture size defaults at 1024x1024 even when i change the textures. another question is, is coloring in z brush efficient? and is there any good tutorials…
Hi! I'm just wondering for in maya is there some way to create a basic human shape that i can use for scaling purposes? I usually see people with a scale human on here when they makes scenes and what not and i'm not sure if they made that, or there was a default one to just import or something for those purposes, because…
Every time I try to make a new Smart material it runs through it's script but gives me a default grey texture at the end of it. Couple things to note in case you ask: 1. I ran both PS and Quixel in Admin mode. 2. I have installed the most recent patch. What could I be doing wrong? Thanks for you help. And apologies if this…
Hi, I'm new here, hope it's right section for my post. Recenty I made procedural apple generator. My goal was to make it from defaut sphere with defaut uv's. For now it looks like that: here are some exampeles what can be achived It's made fully in substance designer and base mesh is basic sphere with default uv's (apple…
i´m working on a continuously growing animated scene and i´m beginning to get in trouble with the organisation .. the default max layer thing is not the best way to organise a lot of objects.. how do you work, if you have multiple animated object with a lot of other stuff fillig easily 20 and more layers? in maya you have…
Hi there! Ok so I am new to normal mapping, I created a low poly mesh in Maya and exported it to Sculptris for ...well...sculpting. I attempted to generate a normal map via xnormal but keep getting this error message... "Invalid function parameter 'msh': The mesh default has a UV pointing to a non existent vertex." What…
when you click on a swatch it goes into your foreground color, and you paint somehow, now it goes into my background color, and i have to flip using X to paint with it. if i alt-click on my swatches instead then it would go as normally into my foreground color. how can i kill this? i'm "pretty sure" by default when you…
This is my model "Cyborgella" ( because she's a vampire cyborg) that is currently standing at a total of 12, 470 tris. It has a default blin specularity with a normal map and a texture map at the moment. I created this model in z-brush first with the z spheres and then I imported it into Maya and deleted edge loops,…
Rookie here, but serious about improving. I'm currently practicing on a male base mesh, and any critiques would be hugely appreciated. One specific question (I'm modeling in Maya, fyi): I've used Soften Edge on the head because I noticed that it looked very faceted in the default view mode. Would a typical game engine like…
Does anyone know how I could fix these normals? [A] The gradiant square less triangulation-like facets - The top is default - Middle I added an edge loop lower in the cylinder - The bottom I added edge loops around the "box shaped" edge loop No matter what I do I can't get rid of that ugly gradient. (shaped like a square)…