Software: Maya / ZBrush / Substance 3D Painter / UE5 Fan art of Minamoto no Raikou from Fate/Grand Order. Rendered in toolbag Feedback and critiques are welcome.
How did you get such amount of stone variations? I mean, you have 6 z-depth stone renders, so you may move, scale and rotate them in z-axis. Is that enough for making randomisation? Great stuff here
If you are importing this model into Z-Brush you should be working in Quads or polys not Tris. I learned the hard way that Z-Brush doesn't like triangles. once you get it to a place you are happy with it, convert it to quads and remove the extra edges.
the direction of light from a light in max is -z, if you select the light node and set to move mode and coordsys to local you'll see the z axis pointing out the back of the light :) (cameras are the same)
Hello, everyone. This is my very first post on the web. I modeled this skeletor lowpoly in Maya and modeled the details with z-brush(normal map with the z-mapper plugin.) the polycount is 3700 triangles with normal map. Hope you guys like it. Please comments and critics are greatly welcome.
Available on Fab and Gumroad Contents: 1. Introduction 2. Create Custom Materials 1. Introduction "Triplanar Projection Material Creator" enables you to easily create custom triplanar projection materials from any PBR texture set. It comes with a variety of premade materials that are perfect for quick prototyping in Unreal…
You can do that with hotkeys. E, S = Extrude Scale. E, Z = Extrude and move along the Z. (this assumes default controls) Seems kind of difficult to do with the active tools, though. If I get time I might bring it up with the developers.
hello guys i just did some sculpts in Z Brush. :D i will post the texture soon! but right now i need some sleep LOL. I have been learning Z Brush and UDK by myself so yeah... :) :D
Two options I can think of. You could modify a copy of the material to change the z order. Or, create a second camera parented to the primary camera and use another render layer with the z order adjusted.
I'm getting ready for another match in the zbrush. Finally gave up on the retopology tools in Z and went back to good old maya. Here is the base mesh I'm taking to Z this time. feedback appreciated!