A tiny update on the color ranges: In the current implementation you can define a range of how many colors will be picked from the above swatch set. I also started to work on the possibility to switch between differnt swatchsets.
cool character i'd also recommend starting with a simple low poly base mesh. this way you can stay focused on the most impactful decisions first - proportions, shape, silhouette. It is more efficient to nudge a couple vertices that affect the silhouette compared to sculpting on virtual clay. give it a shot, you might find…
Hey, I recently created my portfolio and would like to receive criticism of what I could improve and tips of clients to send to get started with freelance work. https://www.artstation.com/thallesvrl
Does anyone know if anything cool appeared in AI textures/ materials field? Ai normal and height map from photo? I tried recent Sampler and see no difference , still same blurry , soft, unspecific normal maps . Any better alternatives recently? I sort of lost my hope and stopped to invest my time but still wonder if anyone…
Starting to pass things into UE5, and making materials with random textures i had lying on my hdd, haven't gotten the hang of lighting but getting there.
I've been experimenting lately and no matter what I do, I always get bad Zremesh results for narrow geo i.e. adapt, curves, color density, scale the mesh x2-x4 Starting to wonder if there's even a solution inside Zbrush or whether I should just manually retopo the tips and weld them on. Any advice would be appreciated