That's zbrush, press the wrong button by accident and you'll be trying to figure out what the hell happened for 10 minutes. i especially like when i right click when I want to just rotate the camera and it opens a menu and changes the size of the brush... sigh..
Hi, My work flow: -I have been GoZing between maya and zbrush to generate my High Poly Sculpted models and keeping my Low Poly models in maya. -I have also been using Xnormal to generate normal maps. Problem: After I sculpted my model in Zbrush, I later found out that I am required to scale up both my Zbrush and Maya…
hey, basic usage is something like - junction <path to location where you want a folder mapped to> <path of the actual folder on disk> let's say you want to move your zbrush preference/user folder out of the original install location somewhere in c\:program files on the SSD to an existing folder d:\usr on your much bigger…
thought so too when it was pointed out to me. makes layers appear useless for assets that receive a lot of tweaking over the course of a production. no there are no masks going on, these are just default zbrush meshes treated to the move brush with layer recording toggled a bunch of times.
I'm having a really confusing zbrush problem. All of a sudden, I lost my UVs when importing FBX to zbrush. The UVs are still there on every other program, just not Zbrush. I tried importing an older version of the FBX and UVs still there. I exported it from Blender 2.79. Can anyone help? I worked with the FBX on Substance…
Edited : Just as reminder, about scaling in Zbrush : obj file format has no scale variable support to define the model scale ratio zbrush apply some math Scale in Zbrush : 1 unit = 1*2 ( global scale is always 2.00002) if you have a cube of 1'1'1 and a scale of 1 in maya, after the importing in Zbrush Now if you have a box…
Hello does anyone know how I can achieve this look with an IMM curve? I'd like to learn how to make it from scratch so that I can make my own custom curves. Edit: if the photo is not showing here's the exact link. https://flippednormals.com/downloads/curly-hair-strands-imm-curve-brush/ Thanks
Really, there's various workflows for creating a 'next-gen character'. For example, one way would be ; Base Mesh in Max>Sculpt HiPoly + Export OBJ > Retopologise in Topogun / Max / ZBrush > Bake normals from Hi to Lo using Max / ZBrush / Xnormal etc etc Another (not so great) way would be ; Low Poly modelled + UV'd in Max…
Hey guys! I was wondering if all of you who use ZBrush could post below some of your stats: 1) What CPU (mem, mobo?) do you use? 2) What is your benchmark score in ZBrush (single thread, multi thread)? I'm really curious about the criteria of selecting a proper CPU for ZBrush. I've thoroughly googled for any real…
when I try to use the trim dynamic i'm getting this weird behavior. i just want it to be able to flatten out as i drag the brush. sometimes it works on some models and sometimes it doesn't. anyone have any idea on this?