Hey gang! I'm very very new to zBrush and have been wanting to learn it for eyars. Now I have the chance. Anyways, I am trying to make a tree in zBrush and I figured using the zspheres would be the better starting point. When I got it to where I was happy I noticed an issue on the mesh version. The branches don't have nice…
what would be the best solution for a modeling problem such as this here. i'm looking for a faster and easier way to weld these verts so that they create a nice even seam as a single mesh. i've always wondered if there were better ways. i normally align each vert to the opposite corisponding vert ; vert A's x coridnate is…
Update1- Here I was deciding how I wanna keep the table and the wires and looking at the overall details. I soon found that arrangement A had problems with my eye leading to the junction of the wires below the table to so I changed to B. (I don't have a screengrab of the actual arrangement but I thought I'll share my…
Thanks for the clarification on the maps! Im not sure i understand fully though. Do you have your diffuse/norm/spec. then in the same file, edit the R,G,B channels and use UDK somehow to use them on the material? I know you can plug certain channels in in UDK, but i dont know of a way to edit the R G and B channels.…
In the case of having an offer on the table with Company A and having Company B interview you with an offer to follow, you could mention after the offer that you have another offer (which presumably is higher) asking them to match it, if you prefer Company B. You can't really use it to go back and forth in a sort of…
Man! I wanted to do something like this too before I went for Morgana and Kayle because Irelia's lore didn't grab me enough haha. But you're doing a way cool job on it. I like B, C and D. B is my favorite, but maybe you can try switching sides Irelia and the building in the background (maybe. It probably actually works…
I'm trying to start off with the redesign Mordekaiser's massive mace, Nightfall. (Sorry about it's size right now. I'm still filling it in.) If anyone has a suggestion, I greatly appreciate any and all feedback. Worked out a few sketches. Really enjoying the feel of A and B. C still has potential. I'm taking a break from…
About this, when you say gamma space what do you mean exactly? I'm currently working with an indie company and combining maps as so: normal/height RGB/A (normal and parallax), rough/AO/metal = R/G/B, and Albedo as it's own map. I just learned that G has 6 bit depth while R and B has only 5 bit depth and that the alpha…
@Benny_Jam Sweet, happy to see another crate and looking forward to read about your experience creating the fabric cover :-B Blockout looks solid so far! I would remark that the rounded corners are maybe a bit too tight if compared to the original design. But maybe that's a stylistic choice you made or is going smooth out…
Damn, I hadn't noticed that before. Just started using composite spec/gloss/[whatever] as R/G/B in my Unity project and I'd been using the group properties method and I thought my output was a little screwy but I put it down to some odd compression of the textures in-game. Tried out copy/pasting each group into the…