One other thing to keep in mind is that with a new version of 3dsmax and Maya shipping very 8-12mo compatibility with old plug-ins might be an issue. Your plug-in might not work with the newer version of 3dsmax or cause problems. Normally that means waiting until the 3rd party author gets around to updating the plug-in,…
I echo what Jose said, use lots of reference and figure out if you're working realistic or stylised. And even if it's stylised, use realistic reference. Stylised designs are derived from real life and real things, even if in an abstract or altered way. In case it's useful, here's a video by FlippedNormals that may help…
Hey @Sunray thanks for giving it a spin! First of all yes this is an 4r8 only plugin and Pixologic indeed changed a few major things regarding Zscript. I don't use any of them yet, but already have a version check in place, since I plan to use some of the new functions in future versions of the plugin. About the expert…
Yes, this produces the result I get in the top left of the image. It has the best quality, but does not reach the edges of my UV islands. Surely this isn't correct because it essentially means I have to Photoshop the normal map afterwards to make it fit properly. It also seems that exporting the level 0 mesh from ZBrush…
That's because the zremesher guides don't really work. Once upon a time they did -back when zremesher was first introduced- but at some point Pixologic had to change to how zremesher calculates its edge placement in order to prevent spiraling topology (which was a huge problem with zremesher). As a result of their changes,…
The script works now - thanks for your advice! I would love to use R7 but I am a student and I'm happy enough to get this version by my school. I dont have the money for a upgrade - so I have to stick with 4R6. But back top topic. No, there is no Morph Target at all. I imported a obj. Im going insane right now. Every…
Integration is imho one of the biggest time wasters in 3D production. Imagine you could seamlessly move assets between packages and engines... but no, it's either the age old .OBJ of Autodesk's closed source FBX, and that's all we have for interchange (yes, there's more but try finding support for in in any engine or…
I had the pleasure of being at IFCC last week and being able to ask that question to some people who have been in the industry for a while and people who haven't to get their take on that. I've also tried to contact some people working there and haven't had a reply as of yet. To elaborate, I'm aiming for the company…
Everyone with experience will tell you zbrush is the standard for sculpting, there are no 'buts or maybes'. That's not to say we don't use both. A lot of people use both. Mudbox is great for texturing but zbrush just overwhelms it in terms of sculpting. Plus pixologic gives you constant updates for free, unlike most apps…
i think zbrush will run very nicely on it, not sure if it even goes past 4 gigs of memory yet so there should be very little bottleneck if any. :) plus i was told you can install 8 gigs in the new macbooks...? general question would be - are you OK with running these apps under OSX? pixologic doesn't exactly seem quick in…