Hello, So how is new Zbrush. Question is cameras and how the system works now. In past zbrush main problem for me was that it did not have real world camera and lacking many basic camera parameters. As you may know in Zbrush when you have model loaded and sekect from TOP menubar option named "Draw" you can see there thing…
Cool sketch, strong setting, viewing angle is interesting, congrats so far, appreciate your participation, excited to see where this goes, artistically.
Hey Brad, looking good ! Three things regarding Zbrush and its odd form representation : - Even if you attempt to match the theoretical FOV and/or focal length of your reference in Zbrush, you are correct in assuming that it will still look off because of the very nature of the brush viewport which is not real 3D. And…
hard edges do effect your normal map and also you get visible hard edges/seams,even if you are using average projection mesh. Here is an example: low poly model all hard edges and high poly model http://s1287.photobucket.com/albums/a624/rahulcamma/?action=view¤t=geo_zpsf5e8f937.jpg Normal Map baked in maya using…
Are you saying the ref image is out of proportion? If so, make sure you reference plane to which you've applied the image has the same dimensions as your reference image. Or at least the very same ratio. For example, if your image is 450x800 px, then make your plane 450 x 800 units. You also want to check the…
yeah I second the advice of a blockout. also once you have cylingers in place and it looks good you can boolean them together. make sure to use good reference. find a specific model of bike and get a clear side view and front view, and if you can find it, a top view. bring your reference into maya and match the proportions…
Fair enough! But that sounds like Maya, might be a performance boost gained from running it in something similar to its natural habitat. After all it is originally a Unix application. Not that it matters when you get these benefits. @Axi5 "I really don't like Mac's horizontal tabs as you open folders, but if they collapsed…
1-high and low poly should have the same siluet. objects view distance also matters. you want to avoid baking artifacts from objects thats closer to the camera. 2-biggest thing i learned was that there are multiple uv maps for a reason. you can uv map the same object for many different reasons. like adding extra details or…
Its hard because you are dealing with subjective views at the end of the day. Views can be obscured by a perceived status that someone else has, and likewise has for you, but I agree sometimes people don't see what you're conveying and might disregard where you're coming from. It has as much to do with their view and your…
I'm making several models for a mod for Kerbal Space Program. I would like to improve my skills, so please, constructive criticism is more than welcome. I am four models in, and the models are oriented based on how old they are. The first one is a small Nuclear Reactor, and is the oldest. NR_Jr_v2 (click to view in 3D) It…