If you drew it on the canvas without activating Edit mode in the process, then no, you can not. What you're looking at isn't a Polymesh and it isn't a Primitive (a parametric model defined from a mathematical formula using parameters you set using sliders) . In fact what you're seeing on your screen is just pixels that…
Hey Sybrix! I like little camp scenes, they can be nice and cozy :) This looks better from your first post, but here are a few suggestions: Right now the trees just kinda butt into the ground and it looks a little unnatural. In the reference, you can see the trunk is not just one big cylinder, but rather segmented into…
I'll be back with an update shortly but first I like to reply to your comments and thank you all for taking the time to have a look and comment! Ultra > Yeah, you're right. I think I might gone a bit too contemporary. I'm going to explore the "UT" style a bit more, thanks. WarrenM > Thanks, It's a nice challenge I too…
Cheers Adam, Are you talking about how the vertex colors are blending between vertices? If you're painting in full color, I don't know that you can get that blend, as its a hardware level lerp, and you're not wanting a linear gradation. If you go back to painting masks you could get an adjustable gradation like that a…
Hey thanks a lot guys. The critical analysis is really helpful. I did not even realize that the website design was so upsetting. Honestly, I tried to make it look like pinterest since I am an avid user, but I completely agree, it sucks. @BagelHero I will make those changes and let you know when I put it back up. Did not…
I played it at Seforin's place on Saturday - wasn't impressed. First off I'll say the one thing I did like, and that's Firefight. The skull modulations in that made it fun and challenging. I could easily play that for hours on end. As for the campaign and game in general...meh. I'll just give some bullet points: - Graphics…
[ QUOTE ] I always bother. To me, making clean models is not a trivial issue. I don't know exactly what you mean by snapping to a grid. Being a slave to a grid isn't necessarily important, but making sure that buildings and props are touching the ground are. Many times, you're not the only one who's ever going to touch a…
i don't know; don't go too crazy with the color schemes. there's so much going on detail-wise with the suit itself that once you layer on too much color/material-wise i think they diminish each other rather than build each other up. it might be the lighting in that shot, but looking back a page, i think the dark brown…
Try this: With your sculpt to lowest level, create DispMap in displacement tab in your tool palette. When the texture gets added to the alpha, choose the material you want to get to texture and in your alpha panel choose "crop and fill" - it should use your displacement map to give shading to the material that is now…
Before you spend too much time trying to find out what could be the problem and how to solve it (from my point of view there are some messed up UVs - most likely some vertices stretched over the UV layout, it could have happened along the way as you were sculpting) I would suggest trying something else than Zbrush for…