http://pixologic.com/zclassroom/homeroom/lesson/noisemaker/ Edit: Whups, I missed the 'strands' part. ZSketch or IMM+Dynamesh would be the way to go for those. Ryan Kingslien has some neat videos where he quickly creates individual muscles by quickly shaping spheres and tubes
Hello. Yes that will work in 2.5d. but then I lose the ability to sculpt the ends of the two vines together so it becomes a completely seamless vine that I then can export texture maps for. There must be a way! The closest way I found was Tate Mosesians method for creating a seamless IMM brick texture. However I found when…
thanks KartoonHead! Make sure you check-in at the hospital. You're jaw isn't supposed to fall off. :poly124: Zbrush was used for its dynamesh operations. The render/textures were done with Vray/dDo and the boolean object were imported from 3dsmax into Zbrush for dynamesh. Thanks Shrike! Once I was done with the dynamesh in…
You could make an insert multimesh brush like in this tutorial. http://pixologic.com/zclassroom/homeroom/lesson/environments-with-tate-mosesian/ Placement-wise I think rotation zbush tools are a bit cumbersome, but like in that tut, you can setup a bunch of different variations for the brush and not have much slowdown when…
One thing you want to do moving forward is taking advantage of Dynamesh (http://pixologic.com/zclassroom/homeroom/lesson/dynamesh/). When people are just starting out I see lots of large polygons or stretched out polygons that stick out, which are fairly distracting. Dynamesh should fix that for you. Outside of that, look…
I don't know about anyone else but the default red wax zbrush matcap drives me nuts, it makes it really hard for me to see details the way they will be seen later when rendered or baked down to a normal map. I personally prefer GW_Resin and RC_Clayskin but there are a bunch of other ones that are great too. Check em out…
Most people bake maps using an external program like xNormal. You can 'colour' your mesh in zBrush via Polypaint - a tool which essentially allows the user to paint over the geometry using the faces as reference data! You can activate this by hitting the "Rgb" or "Mrgb" tabs. There are ways of baking…