I doubt it since they have their own way of handling geo in the viewport (pixols) that probably wouldn't translate well for a 3rd party renderer. The alternative is exporting and rendering outside of Zbrush, like Keyshot.
Hmm. Some images of what you're doing presently would help. Maybe this is useful: http://www.scriptspot.com/3ds-max/scripts/pix3led Or this: http://www.scriptspot.com/3ds-max/scripts/voxelizer
This is quite a cool video showing a truck being made. I have to say the polytools look pretty useable. http://tutorials.cgrecord.net/2015/01/creating-truck-with-pixolator-in-zbrush.html
I cannot tell what is happening from these images, it could be any number of things. But I have some thoughts that might help. -When baking a curved high-poly edge down to a hard edge you usually get better results when the UVs for the low poly are split in the same places that the edges are hardened (or edge normals are…
Tulk, believe it or not, it seems to me we're also on the same page, saying the same thing. Our primary disagreement seems to stem from the semantics of the word passion, which Kevin accurately points out. A dedication to art isn't single-minded; when strong it just happens to encompass everything to be experienced in…
Here's the big ass post: From the beginning: When you make a model for a game, it's necessarily lower in detail than the actual object in real life, due to limitations in real-time render speeds. For example, a barrel might have 24 sides in a game. If the game model were lit in a completely accurate manner (flat shading),…
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Well, I'd say that today the field has already reached a singularity point in that aspect. There will always be games/project breaking the art mold(s), like the very clever stylization choices that were made on Ashen for instance : no facial features + everything based on lowpoly was a genious move. But this kind of ballsy…
Congratulations! Yes. These kinds of tools are certainly representative of the direction that the industry is moving in - this is evidenced by the adoption of these and similar tools by studios across the world, my own included. I'll go into why further along in this post. Well, it depends on how you define efficient.…