Mudbox vs Zbrush.. First of let me just say.. what you already know. The best way to find out if a programs will suit your needs is to simply try it. I myself use Mudbox, it has been ages since I touched Zbrush. But I follow most 3d apps, so I am pretty up to date. Anyway.. Sculpting is pretty much similar, imo, in both…
The tail needs to be angles downard to avoid blade collisions and/or main rotor assembly needs to be pushed upwards a bit. I just noticed that you don't have a tail rotor...And that tail doesn't look it could function as a NOTAR either. It's obviously not a coaxial design, so yeah...no way this design would ever fly…
Okay, I'll start trying all those things! Last two fast questions: Can I do the edge loops/creasing in Zbrush (I saw a creasing option, but no idea how to work with or even select edges/vertices in Zbrush) or should I do this in Maya? And I'm not sure I understood, do I have to use the MergeDown option in Zbrush for all my…
Some most obvious "did you....?" from someone who's been banging his head on normal maps baking for the last few months: .- did you export high and low in the same format? OBJs and FBXs seem to export with different scales and axis directions (at least in Blender) -. did you make low-polys by ZRemesh-ing in ZBrush or by…
( -- save SO selection into memory global vert_savedSelectionBA global edge_savedSelectionBA global face_savedSelectionBA if (selection.count == 1) then ( case (classOf $.modifiers[1]) of ( undefinedClass: ( global base_obj = $.baseobject case subobjectlevel of ( 1: ( vert_savedSelectionBA = polyOp.getVertSelection…
On the first two pictures you posted you used the same texture on the flat and vertical face of the stone ground which looks awkward. Also the sky box is really close up to the scene which does not look right, and the final critic is the lighting is awful or lack their of. The whole scene is flat, you placed multiple lamps…
Thank you everyone for your thoughts and complements. Kevin, It is refreshing to hear that. I think I do go way too far at times with hard surface detail modeling. But as you said, it is a good problem. Thank you for your thoughts, complements and critiques. I agree with you 100%. I've never been fully happy with the…
Im honoured to be one of the featured posts in the top banner and to be interviewed by 80.lv (link) :) Ive now added snow to the exterior and Im somewhat happy with it. I found it difficult to make the snow look the way I wanted and I tried to make it look like its being blown by wind, so no fluffy snow since it would be…
Man I really love those trees! Some really cool texture work all around. I've seen other critiques on this already, but almost every image I see is hard to read. The well itself has too much going on for me. The modeled roofing with all of the vertical lines in the tiles is making it very hard to actually pick out the…
b3dsign - Thanks! We should all study hard. :) SeveredSon - Yeah, I used a texture for the corners and the labels. For the straight parts, I didn't use a texture so I just typed in a width for the decal actor. At first I tried to put unique textures into each RGB channel, but I found that if the textures overlap across…