So... I read this entire thread and yup, I don't have a facebook so that would put me out of things. (dont like it,fb.) Managed to jump way ahead cause I had the free time and in 6 days this is what I had before I found out things happen. I was still going to go ahead and work on this cause i put a lot of my time into it…
I'm fully expecting the answer to this will be "that's not possible". I've got an effect I'm working on at the moment, building off a tutorial for creating a money style effect using multiple layers. The guilloche patterns are used as mask selection image that's been copied once for each time the patterns will be applied.…
The treant version without flowers looks amazing. I'd maybe consider combining a few of the seperate crystals on his back into a giant, overgrown crystal which is integrated deep into his body, so part of the leaves above overlap with it and hide it partially from top view. The result could be that depending on the angle…
I couldnt see an answer for tihs. I tried clicknig the nrm/height buttons but nothing seems to happen, any ideas? these will be nails going into the wood, so obviousy they will be above the wood and shouldnt have cracks. thank you!
Thanks for the quick reply, apologies for my somewhat slower reply! 4. The hoop icons. I haven't been through the manual exhaustively, but where the hoops are mentioned there is no link to what they are, in fact the same is true for all the icons in the manual. I have since found where the hoops are described (snapping). I…
I have various subdivision levels of the same model that I imported into unity. My higher poly model -- something around 50k -- comes in multiple pieces and thus when the textures are applied you have to apply the shader to each piece and get strange results. Any idea what might cause this? Before importing, I scaled the…
Mostly been optimizing. Reducing to a few materials and using a texture palette approach. As well as just some normal editing for the face. Still has some issues at the extreme angles. I also gave her a fake eye glow. But not sure if it comes off as creepy like the Sythns in Alien Isolation. Wasn't able to upload videos so…
I like the variations, but the mid-level shapes are looking all a bit blobby, compared to your refs. I think you could be better served by using lower-poly meshes, with tiled textures and multi-texture blending. I'm reminded of Anthony Vaccaro's work on Uncharted 3, for example. https://www.artstation.com/artwork/rZAvJ See…
default startup document can be changed and you can delete/add matcaps, brushes, etc in C:\Program Files\Pixologic\<<your version of Zbrush here>>\ZStartup yea basically what other people said. I haven't found a way to close individual subtools to save on memory, I need to close zbrush entirely if I want to have less…
Yes, its slower than XNormal and maybe other dedicated bakers, but you can accurately bake Maya shaders. Its relieable... Hmm, i would check if you can go with lower quality settings.. Or do quality checks with a lower resolution/lower quality, and let it run in High quality over night (like in the "good" old rendering…