You might be working on a small scale. It will probably have an easier time cutting if you scale your objects up. If that isn't an option you can change the radius Snap Preview Radius, or Snap Radius. Get to that menu, right click any of the snap tools, like 3D snap, Angle Snap bla bla bla Basically you're working on a sub…
There's a lot of good info on that page, but if you want to get up and running quickly, here's all the html code you really need: <embed src="images/FX_DS2_dragonLanding.mov" width="400" height="316" loop="true" pluginspage="https://www.apple.com/quicktime/download/"> </embed> This is a line right out of one of my pages…
shader looks kinda jank, maybe take a look at Genshin or Honkai Impact. I think it looked better without the shader, and decimated zbrush models are terrible for actual in-game assets. Art is always never simple, because it doesn't matter if you're doing pixel art or PBR - there are methods of increasing the fidelity of…
AFAIK, Zbrush doesn't really use GPU outside of perhaps a few of the plugins. Their only listed GPU requirement even for v2022.0.1 is "pretty much anything made in the last 14 years". I recall there being a few threads about performance issues a version or two back, particular when zoomed in or changing views, though I…
Try a not fully black opacity map.Try some dark grey. The darker the value is, the less visible it will be. Using a black to white gradient would cause it to fully disappear at the black opacity pixels, and to be fully visible at the white ones, and there would be a transition. There are multiple reasons to minimize the…
Those really thin triangles aren't good. Assuming the UV isn't crap or there is no hard edges breaking at those tris, you might just not have enough pixels simply because the angle of the tri is so acute. Decimating an object like that gun isn't really going to be recomended best practice, you might want to save doing that…
Since a few renderers out there, not Blender unfortunately, could ask you what exact UV space to bake or animate your UV you can pack your UV in this also kind of "unique" way where nothing overlap each other while is not in 0-1 space. In some specific cases unwrapping in this manner could be more efficient. You just bake…
I edited the first post to my temporary URL instead for now - it will be slower to load but the resizing should work there. Let me know if it has improved the experience! Jonas Ronnegard: I do indeed! I'm working on a resume at the moment but don't have anything finalized yet. Edit: Might experience issues on the other URL…
Hi CMTanko :) I dont think you should post ZBrush questions on the pimping and review forum, but I might be mistaken. I don't polypaint much, but what if you bake the polypaint to the brick's texture? Would that solve it? Going super slow at 5m polis is normal, which is why you simply keep it at a lower res. Right now,…
This is caused by mipmaps, the further you move the camera the lower resolution texture your viewport will use, by scaling down the texture however it blurs the border pixels mixing in some of the background color. A fix for this is disabling mipmapping in max or you could extend you add padding to your textures. I suggest…