Hi people, Am fairly new with Zbrush but getting the hang of it. Have a question. I imported a multi piece model (watch tower) and then proceeded through the route of polygrouping and split the group to create the subtools to sculpt individual pieces. One of the imported pieced are actually 2 vertical wooden studs that…
Zbrush 4.0 3ds 2011 So i'm having difficulty subdividing my pillar and keeping it round, but also keeping the edges hard in certain places. I know I could create a "control edge" in 3dsmax, but that would make those edges too dense after I sub-div it. Is there a plug-in for zbrush 4.0 thats like the SmoothGroupImport ? I…
You also got to keep in mind, you are talking about one small part that works in a much bigger whole. Don't get so focused on the number of vertices of your model that you forget about all the other factors that will effect performance. There's a lot, and in the beginning it can seem overwhelming. But the best thing to do…
Hello Nathan, I like the way the front page loads, it is simple and clean and easy to navigate. The grey rollovers are a nice touch. I like the vertical format for characters. I don't like how you choose to crop your characters. For the Jules character it looks fine, but the crop on other three it is unflattering and ugly.…
Awroecreative, looks like a nice project :) I would try to stay true to the original Proportions. The concept has lots of vertical lines (like windows going almost floor to ceiling, getting picked up by trims), which is something to be conscious of. If you take too much of this away the room might feel different. In your…
The required count depends on the size of the area you're painting on, the level of detail you're looking to get, and how efficient the vertices are distributed across the mesh. A million might not even be enough if most of those verts are in the wrong place, or the detail you require is too small. A general rule of thumb…
The colors represents directions. Positive and negative x,y and z. Not literally negative value in the texture itself but it describes positive and negative displacement on the 3 axes. The bit depth, imagine it like this: On this image, I'm showing how some wave displacement bake would look like on 16 and 32 bits bit…
@ Obscura and @ Gazo You are right I guess. I will hide that logo next time. Thanks for pointing that out. :D I really wanted to test out a bit of animations really. But now I got solid feedback from veterans, I am going to only put her "turntables" in the video. Thanks a lot for the heads up ! About flatness. I guess I…
You hit a little closer to WoW Night Elf Lodge than you did Fable. Fable really never struck me as all that garish when it came to the color pallet or all that deformed when it came to style. The shape and construction of the roof bothers me. In the roof ref you posted, the roof is supported by the giant vertical timbers,…
it really depends on what the model is going to be doing. If this is just portfolio work or practice, I'd probably keep it simple as possible and just let it be a single contiguous mesh. I don't see any particular reason to have these elements separated as multiple objects. If combining the overcoat with the underpiece is…