you need to set the address X and address Y properties to 'CLAMP' in the texture you're using. These properties are found when you double click on the texture to get something that looks like this: where it says "TA_wrap" change that to "clamp"
Arms too long, legs a pinch too short, feet too big. Neck too thin (both in X and Y direction), and there shouldn't be a dent between shoulders/neck but an upward slope ( http://en.wikipedia.org/wiki/Trapezius_muscle ).
Is there a plugin or tool I'm unaware of that will display how many pixels x and y (2d) a currently selected object is on the screen? I'm working on some manual LOD's and the engine works on the pixels shown to switch to each detail level.
you're definitely in the pastel-y range, but the shape is delightful. Nice work! I'd beef up the center spindle as well as each of the arms, as they all look like they'd snap off under that much weight in a brisk wind.
Problem is I use shift middle mouse to constrain to an axis, then to reset the axis to x y z with no constraint in 2008 I could just hit w, in 2009 I have to hit q then hit w. Gayness.
yeah it looks like you are rushing in to fast with fine details, take a step back and rough in y our muscle forms and such better, the most important work in a zbrush or mudbox model is the work done on the first couple of subdivides
The reason why it is not placed properly is one either of these(or both): 1. The location and rotation of your object is not on 0,0,0 (x,y,z) 2. You didn't bone the object or you boned it improperly.
beautiful. I think you might have gone a bit overboard with the colors in that last one, the previous images had this really nice haze-y feel to it which I personally loved.
JoshuaG u can check Quixel you-tube channel, there r plenty of videos that might help u, this one is good enough to start https://www.youtube.com/watch?v=YyJJAp17K-Y
y, Im aware the limb are longer than usual, however for this particular character i think it would work. worst case can fix this in the rigging i think:) but thanks for the heads up:poly124: