I still prefer the perspective over ortho unless it comes to perfect front/sideviews. The FoV can always be dialed back (although it doesn't seem that far off to me), and there are other factors to take into consideration as well such as if local transforms mode is also active with perspective, or if you have it set to…
I say always sculpt in perspective. Orthographic may come in handy for making straight selections or masks, but beyond that it is a view we just don't see with out own eyes. Perspective and foreshortening exist. Turning perspective on should not affect the ability to fit an object with F or rotate around the last touched…
ok. I found how should I mach ZBrush FOV with 3ds max. the point is to put your model in global 0,0,0 and then use it to ZBrush. (I used GoZ for this) and as your model is far from 0,0,0 the perspective strenght will be reduce. no matter how big is model, FOV just depends on posotion. shots are with 70 FOV and last one is…
This is exactly the thread I needed! I'm working on a head sculpt and I've always used the ortho view in ZBrush because I've never been told otherwise. But now, coming to think of it, some models I've produced in the past have turned out worse than others which is probably why I didn't notice it too much. Lesson learnt.…
My teacher once told me that a focal length of 55-60ish resembles what the human eye sees in perspective. So I try to sculpt/model using that. I also have tried to sculpt in ortho mode in zbrush but I always find that because our eyes are used to seeing in perspective I would try to force perspective on the model without…
This is in a nutshell the one huge problem with Zbrush. The program is awesome on all accounts but perspective perception is just flawed in it (even in P mode) and the surface reading of materials is odd with either matcaps and regular materials. The forms just don't "wrap" like they should. It's quite hard to pin point…