here is my take at it, i think u r aiming exactly at the right spot, u'r feeling it - but not seeing it.. you'r proportions are correct, all u didn't do was push the form in the Z axis. the socket doesn't receed in, and the jaw doesn't come out. i tried to fix it: i used the isometric view to try and show the roundness i…
Hmmm - yeah that sounds like it could be it... not sure how that could have happened and its strange that its not showing up in the diffuse channel aswell though. This is the same answer that I got from the moderator on the Pixologic ZBRUSH forums...but they didnt have an answer either It must be something to do with the…
I would like to verify what Sulz said. Start your stroke, hit shift, then draw without lifting your pen and you will snap to an axis. If you hold shift befor the stroke you will smooth. Remember to put your pen to the tablet first.
Pea: there was a brief glimmer of hope that the symmetry tool would become more useful for general construction use in modeling. XSI's symmetry tool does not support changes to the structure of a mesh so if you add or remove a vert it is not reflected on the opposite side. It is only really useful for morph work (so long…
well I don't know of any sure fire way to make things like this perfectly, but one thing I know will work to keep the dimensions is to stick with the rotate tool in one dimension only. Also if you are working in maya be sure to change the rotate tool's prefs so that you can recenter the manipulator by clicking the middle…
Super huge image with the node breakdown. the large cluster of orange nodes on the right are the depth buffer offsets in screen space. the depth buffer is spread out along the axis by adding and subtracting a small amount from the uv coordinates. All the samples are then added together and divided by the number of samples…
You're definitely off to an alright start, but I'm noticing that middle bar separating the windshield is off center. You may want to divide the whole thing down the center and mirror it across the X axis.
It doesn't mean what modeling package you are using - follow the steps: 1. Unwrap your mesh as usually - as if you were using a typical square layout. 2. Now arrange uv-shells (uv-islands, uv-elements) in two ajadacent square tiles. In your case you should cover a 1x2 rectangle. 3. Using precise scaling operation of…