First, about creating the upper eyelid crease, I agree it's a pain and I don't know how to do it in zbrush. I'd probably try to create two different objects (tools?) for the tarsal plates part of the eyelids and only combine them with the rest of the face later when the fat pads and eyebrows are 100% done, so they don't…
Is this possible? I’m using the dyanmesh / merge down with another subtool selected as “subtract” to remove parts from my main subtool, which works great. I’m wondering if I could keep the subtracted part as a seperate subtool or polygroup. Would be very useful when sculpting damage/ruins.
hi I can't se part of the mesh in viewport. When turn the view, part of the mesh disappear. I try import OBJ and FBX, is the same. I control the normals of the faces. and they point outside. Is like the soft can see what the side of face is better to calculate. In ZBrush you can solve it, using "back side", how to fix in…
Eat 3D has released part 2 of their Dozer tutorial series. In this followup to part 1, Laurens Corijn continues where he left off in the creation of Dozer by moving on to the low poly version. In a little over 8 hours of content, Laurens takes you through the process of building the low poly mesh and creating the UVs, to…
I found this yesterday and thought I would share: (the goods are in part 2 & 3) Part 1 Part2 Part3 It was really nice to see some data behind exactly what people are doing when they are looking at your art. Next time I really give a composition some thought I'm going to make sure and do a once over on these again. I know…
Dammit man, here is the normals. Your right: There is no room to make parts bigger on my UV's :( Too many parts, it is for a University project. We can only have one texture so can't split it up into more :( Also, why is it baking wierd like this. You see the black at the top of the circle, which means the normals are…
I started with a blockout on the basemesh proportions, I don't really pay attention to the silhouette yet, as I use mostly primary shapes that will not give the right contour. I like to color the different elements. It helps me see which part of the character is disproportionate. I used the Transpose Master to move around…
3dmotive's newest release starts off an in-depth series on bipedal rigging in Maya. With Justin Harrison as your guide, part 1 of this video series will give an overview of everything that will be covered in the series, including how to set up the base skeleton, Forward and Inverse Kinematics, and creating control handles…