I am trying to transfer an object back and forth between Max and Zbrush but the two tools from the topic title have not behaved as I have expected them to. Using GoZ Max > Zbrush > Max will keep the scale back in Max, however once in Zbrush the model will be pretty giant (it does not fit into the preview window, for…
Curious what the general consensus is for placing pivot points for modular assets? I’ve seen back right, I’ve seen back left. Is one better than the other?
Hi everyone, We’re looking for freelance 3D artists experienced in creating realistic 3D models. Task: Create a model of an advanced medical system for high-precision radiation therapy and radiosurgery, use the main reference for modeling: https://frtt.ru/upload/iblock/e09/vod5s09679750zjuvd7srh5yav9wotj1.png Completion…
Hi, I’m looking for a concept artist who might be interested in helping shape the visual identity of an indie animated series project called CYCLES. CYCLES – Season 1 is a dark sci-fi/fantasy animated series about Aren Solas, a quiet human mechanic who joins a deadly expedition to reach the mysterious Amphitheater, a place…
Hey guys, I was wondering if it was possible to set the camera in topogun to pivot around a certain area of the reference object in the scene? Just life when you select something and hit F in Maya or when Zbrush kind of automatically centers itself around your last brush stroke.
In ZBrush, when I zoom in to work on a specific area of the mesh, I've been using Set Pivot Point to fix the camera so when I rotate my view, I stay around the part I'm working on instead of the whole mesh. This screws up X-symmetry tho. I've been solving this by just doing one side at a time and smart-resyming, but there…
Hi guys! Sorry posting 2 posts here in a short time, but i can't find anything about this one; is there any pivot painter tool in maya? I knwo there is in 3ds Max but can't find anything about it in Maya
hey folks, is there a quick and painless method for setting the pivot of any object to it's lowest z value? I have to export a ton of objects where the bottom of the mesh must be at Z=0 and there's got to be a quicker way of doing it rather than by hand.