You could activate "Angle Snap Toggle" and set it to 90° or use a maxscript command rotate $ (angleaxis 10 [1,0,0]) rotates current selection ($) 10° around x axis (1,0,0) ~ (x,y,z)
It didnt take TOO long to load, but Im not really a fan of any flash sites or sites that require me to upgrade and or install a new version of x,y, or z every 3 months just to view it.
Ok, new personal thing. That's quake 4 strogg grunt soldier head Here is Paul's concept http://www.autodestruct.com/images/quake4_grunt2.jpg And here's model(modelling without z or x brushes) Cheers!
If you use separate geometry - (hemi)spheres, would'nt you run the risk of getting Z depth errors, and having eyeballs look like they're popping out as you move away from the character?
Hi Everyone, I am about to take this into Z brush for some further refinement. The end goal is to create a Viking style two handed battle Axe. Any comments or critiques are welcome, especially in regards to design elements/suggestions moving forward.
Another Character for my reel. Currently UV mapped, will be Z-Brushing today. This guy was actually my entry for the 10k Halloween Horror Movie Monster challenge a while ago, but I pretty much rebuilt him The model is currently 9598 triangles. Cheers
Hi Guys, I have just finished this model with textureing. Entire model did in Z brush and for uv's unwarping i used maya and texturing done in substance painter. I hope you guys will like my letest work .
Every time I switch between Y and Z as the up axis in the world coordinate system, the viewport gets all wonky and doesnt rotate around the 0,0,0 coordinate like its supposed to. How do you correct this?
With a small and dedicated team, we are currently working on a first-person tactical co-op game using Unreal Engine 5. The game features a realistic, military-focused setting with a strong emphasis on simulation and tactical gameplay. We are searching for an ambitious generalist with a high focus on art and tech-art…
Hello, I am looking for advice on how to combat an issue. Process: Sculpts in Blender -> Baking in Marmoset -> Texturing and Channel Packing in Designer -> Import into UE (Compression Settings BC7, DX11, optional A; Sampler Type: Linear Color) I've been getting data loss in my normals when trying to recalculate the blue…