to fix gimbal lock choose different axis order from xyz to like zxy or so and see if it's enough. if not make another gruop as father and rotate it. it'll give you 90° more of rotation before gimbal lock if you choose the wrong axis
There are indeed many ways to remap/modify this kind of default behavior, but it does require a little bit of advanced know-how with the input editor. This is probably best kept for a little later, ie for a time when you are even more familiar with the program. That being said : the XYZ manipulator can be (and in my…
new video the basics of comic style with ToonIT!: [ame=" https://www.youtube.com/watch?v=xyl3rnqHdHw"]http://www.youtube.com/watch?v=xyl3rnqHdHw[/ame] [ame="https://www.youtube.com/watch?v=YumAQg8M7rc"]http://www.youtube.com/watch?v=YumAQg8M7rc[/ame] [ame="…
Woah, I left this so long ago, almost a month! I've been gravitating towards the realistic style more so there are a few angles on my 2nd self-portrait ever. This was done in two days, 4-5 hours each session. Tomorrow it's retopo time! After I might either polypaint or use Texturing XYZ alphas. We'll see! I plan to leave…
If you'd rather just keep working on this piece i'd highly recommend you; First, use reference images, don't be afraid to get a bunch of images to use as reference to achieve better proportions in your work. A good way to use reference in ZBrush is to overlay them onto the mesh so you can get things exact, it takes a lot…
@armagon, Well, I didn't say photo scanned, I said photo sourced. I am currently not using CGTextures for this pack at the moment. Everything is cut out from photos. ^^ (Some from Mayang Textures. They're awesome). @HAWK12HT, Yes I use splat maps. Terrain itself has a streaming LOD you don't get that by using geometry as…
The high poly does not have to be UV mapped to bake a normal map. There are very few situations where you will ever need to UV map a high poly mesh. A normal map is a 2D representation of the high poly's physical surface curvature in relation to your low poly's surface curvature and vertex tangents baked into the UVs of…
Ah... "Shift+S" then select "Snap to Grid" (or menu "Mesh > Snap > [selection]"). You can also manually align something using "Transform" Properties ("N" - the very top set of XYZ coordinates)
You can change local xyz, Change pivot settings and rotate where ever you want your pivot to be. View mode will still show z up but in Local it should your set pivot. Reset xform before all of this. Also you can use dummy object to set your pivot.
Hi! Baking can be pretty tricky to wrap your head around, but rest assured it's a logical process you can break down to get right every time. There's a healthy number of stickied threads to help you with many questions you may have now and down the line: 1 2 3 4 There is also the wiki :) To answer specifics. 1) No, a high…