Max Pros: - connect tool - edge extrude with shift - snap tools (compared to maya) - mirror tool (compared to maya) - UI not as cluttered - shell modifier - autogrid(better than make live in maya) - biped Cons - material system (kinda limiting at times) - broken cut tool - x-form(equivalent to freeze transform in maya)…
@Hexi_8023 There is a tool called fspy working with blender - not sure about other programms. there you can set up x y and z axis ( at least two) to figure out the correct camera position and setup.
neat concept and progress, perhaps if you have the time, check out some of the wrinkle brushes and tools like the "gravity" options to see how the folds work in a cloth simulation, <(yt link) if you wanted to then simplify them if you do to get the look you are trying to get to, just my. 02's if it helps, otherwise carry…
Seems like a cool little tool, along the lines of Genetica, though not really as powerful yet. However it is free under the GPL. Obviously unfit for finished texture work, but it may be interesting for creating resolution independent bases for textures. http://neotextureedit.sourceforge.net/index.html
Thanks for the info guys. I saw zbrush 2020 new features. Polypaint has some really cool tools and zbrush supports udim baking..I think. Can zbrush bake edge maps?
Ahhhh, reminds me of stamping all the detail on the ET:QW terrains :) Definitely a nice workflow, I hope you had a spline tool for roads/paths too! Cool stuff, it looks great! Thanks for sharing :)
Oh wow, looks like a really cool and unique tool, that could save loads of time, for certain types of modelling. I do wonder though how useful it may be outside of its sphere of specialty.
I think it's called chugnut uv tools but at any rate I think the TextTools UV script by renderhjs here on polycount (who replied to you) took the place of it for a lot of people. There's a link to it in his sig.
EricChadwick: File -> Summary Info will give you the vertex counts of all objects in your scene... although it would be cool if someone scriped an addition to the Polycounter utility tool, which added a vertex-count bar...
I have moved on to facial blend shapes, which i have found to be pretty quick and easy to do with the correct tools. By using a combination of ZBrush and it's GoZ feature to Maya, I was able to produce and export the initial 17 facial blend shapes with the click of a button! My process in ZBrush was to create a layer (for…