It struggles with any non-grid layout it seems. It will never replace an artist in any case. You'll always need a human eye to get the best result. I can see it being handy as a supplementary tool, but a human touch will never be discarded.
You just just wedge a plane/grid mesh in there. Either have it sticking into the mesh if you dont think it will cause any problems for your specific needs, or subdivide it up a bit and snap the verts so that it's shape matches the inner ring.
/bump base mesh should be done. What now... Highpoly, Sculpting or just optimizing and texturing as it is? Or I create a new basemesh without arsh's wires so gir is not disappointed anymore ;p (BTW, how to UNhide the home-grid in max?)
Is there any features in Zbrush/Zmodeler for precise work based on concepts/correct size to the engine of a game? Similar to working in Maya/Max. 2 examples: - Orthographic views with image plane functionality to match concepts. - grid settings to match engine units
Judging from what I see, this is a lot of modular pieces. How did you go about making the curvy wall part?. Just a bend modifer? I try using that for my work but it never seems to bend right on the grid.
hmm render, we never had that integer problem since one ingame unit = 1m in maya, and its not hard to keep prefabs to a meter grid. i guess you're talking about when 1m= 1.x ingame units?
Hi everyone, I'm creating a 3D animated, voice acting series called The Rise of The Infection. It's a zombie apocalypse survival story about two sisters and the people they meet in a dangerous, changing world. I've already created most of the characters models in MakeHuman and I have voice actors lined up, I'm also working…
Hm. The poles of the UV spheres could be the problem. They are hard to tesselate. I remember that Sculptris had this problem too. But again just a guess. I haven't installed ZBrush anymore. Try to remove the two poles at the UV sphere, and replace them by grid fill. When it works, voila :)
Great job! Agree with other guys. Too much red colors on the bottom, may be some gradients will help :) Keep your great works up! Btw, can I see grid, wanna see how tail on his head works.
Ace-Angel, thanks for checking my .max file! UV shells were already normalized, they are all equal - the main body of the bottle doesn`t seem to have less ratio space - here`s an image of the bottle with uv test grid