Hey guys :) I'm gonna be part of the World of Warcraft artist stage at the Blizzcon 2016 on nov 5 ( 10am) https://blizzcon.com/en-us/schedule#sat-nov-5 Please swing by and ask questions if you are interested :) I will be with the talented artists Cole Eastburn ( http://thecolehole.blogspot.com/) and Eric Braddock…
Maya 2016 has the new Stingray PBS shader which I think would give you the desired results right in the Maya viewport. You could then render with Maya Hardware 2.0 or just a Playblast. Otherwise check out my Maya TGA PBL ShaderFX shader for a similar approach with the results directly in the viewport.
This If you're dead set on a Wacom then perhaps the Intuos 3D (comes with a Lite version of Zbrush) can be of use. I personally upgraded from a Huion pro 1016 ( https://www.huiontablet.com/huion-h610pro.html ) to the Intuos CTH-690 (medium) , and frankly the only benefit is that for drawing, Wacom still kicks ass, but for…
Oh yeah forgot to put that in, my model has 616 polys. Processor is an Intel Core 2 Quad Q8200 @ 2.33 GHz 4 GB DDR2 Memory I have also been using the same UV-Unwrapping technique on my last model with 333 polygons and have not experienced any problems at all.
Still having the same problem in 2016, zremesher always remesh ''too hard'' even if I check half. On a 35,1 M polygons I check half and it gives me a 65k poly mesh after it. I'vm on Zbrush 4R7 P3 and I've reinstall it once and I'm keeping the problem. Anyone know how to fix the problem ?
Hey Froyok, there seems to be a bug when export settings are set as FBX. I'm getting an error in the CMD that says: Computing...
Error: Scene File_Location.fbx couldn't be loaded!
echo ---------------------- I'm running Maya 2016 SP3, I've tried exporting FBX versions 2014,2013,2012 - all giving me the error. Exporting as…
I like the lighting already! I like the yellow tone to it. I would maybe suggest toning the yellow a smidge but it depends on the mood you're trying to set. This reference image feels a little bluer and more fluorescent https://ww2.kqed.org/news/wp-content/uploads/sites/10/2016/02/bartlayouttest2-1440x1112.jpg
If you are having problem with shadows, you could try different lightmass settings. Its under the World Settings. Try this: Static lighting level scale: 0.3 Indirect lighting quality: 2 Indirect lighting smoothness: 0.6 This would affect the lightmass build time severely. But should fix any baked light errors and seams.
Finally figured out a Modo > Maya > Zbrush pipeline. 1. Bake Geometry, copy to new file, save as FBX. 2. Open in Maya, Export as FBX 2016/2017 file. 3. Open ZBrush, export through ZPlugin > FBX Export Import. Make sure you delete duplicate subtools before applying materials.
Set the W axis to zero, and see if that fixes it. http://help.autodesk.com/view/3DSMAX/2016/ENU/?guid=GUID-C65A1B09-3670-4E7E-BCFC-13E10C831817 You can use the UV/VW/UW dropdown (top right) to see W. Then select all verts. Then use the Absolute Type In (bottom left) to set W to zero.