They always look crappy to me, I've seen only a few HDR pics that I like, most of them are like these... so impressionistic, soft. They also remind me of badly-done coloring of black/white photos. I guess it's just the Photoshopper in me that sees these soft masks and thinks "lazy." But then again I guess they're meant to…
Cool, I would use this bonus tool if I wanted a quick way to change an object's pivot based on the current component selection. Thanks Malcom. However, for some reason the default behavior of that bonus tool, is to disrupt the current component selection and selecting the object instead. And even if it was possible to…
The way the Soft Selection rollout in the command panel breaks the layout was bothering me, so I wrote my first MaxScript. The part where it determines the falloff based on the size of the object was blatantly ripped from a script written by someone else, who I'd credit if I could remember who it was or find the script.…
id add some very soft cloud-noise-like roughness and some glossier soft places where fingers touch / worn down the surface Cleaning can't restore the surface layers being worn but Im no expert in the physics behind I think you can get a lot of visual quality with a bit of push there
Did you look into painting your softselection ? You can paint the softselection value of your specific vertices to zero and they will not be affected by the softselection any longer. Lock soft selection has to be enabled for this ( gets enabled automatically when you start painting ) Carefull: unlocking soft selection…
I am still using it for environment art/ tillable textures as a complement to Substance Designer. You could do same it in any vector soft supporting bitmap images distributing along a vector curve and shape clones/instances. Design is pretty awkward and odd soft actually but has a few nice features hidden deep inside
if you want something out of zbrush to have soft normals you need to use the FBX pluggin and make sure to select the soft normal box. I would recommend passing the mesh trough maya before going UE4 tho, as you will want to name your materials and UVs and those tasks cant be done on zbrush.
The nose is too sharp, and too downturned too. Ziyi has an exceptionally soft nose, almost cartoony. Plus it curves upwards slightly more than downwards. The face should look a bit more full and soft too. Plus I think the lips should still be a tad shorter horizontally, and possibly a tad fuller too.
The horns and the face look really cool. If you are trying to make the armor out of metal then the helmet needs some work it looks too soft to be metal. If you are sticking with leather then it looks just like leather. If you want it to look like metal the edges sould be a little sharper. Especially around the horns the…
For smoothing groups, you can select edges that will be hard and through Edges menu (ctrl+E) select "Mark Sharp". Soft ones, you mark as "Clear Sharp". To see them as smooth groups, you apply the "Edge Split" modifier to the object. And that's all. If you export a FBX and import in Maya (I believe in Max too) your…