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Does anyone know if there are brushes/alphas for any "greeble" parts like minus molds, burners etc for Zbrush

Lind of like the ones Tamiya makes in plastic for mech models.

I've found some screws and bolts, but nothing like the parts they make in plastic.

pic related
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3DCG - useless as always
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>>524817
Yeah. /3/ is useless if you're looking to be spoonfed on how to make the easiest shit ever that you can do with photoshop in 3 minutes.
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>>524786
If you had any business with cgi you'd know how easy it is to do this shit yourself.

[spoiler]Get Quixel, faggot.[/spoiler]

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hey guys, how can i simulate drapes like the ones in the picture? can i be done in 3ds max?
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Stick to the designated streets, Pajeet.
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>>523716
wtf you talking about faggot
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>>523717

A simple "3ds max curtains tutorial" google search.

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What software did Yoji use to make and render this?

Is there hope for anyone else to achieve his level
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its okay-ish if it's an ingame render
it's horrible if it's an offline render
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>>523203
>ingame
>offline
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>>523204
learn CGI terminology cuckface

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Simple question:
I'm planning to attemp for the first time to animate a warrior. I ll need the modifiers shown in image.

Is the order correct?

For now it seems correct but I dont want to end up with an irreversible situation and have to backtrack losing work done.
For the rigidbody I use max's MassFX.
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delete history on UVs
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>>524738

If I do so how am I going to map this?
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>>524739
I haven't used max in years, but as far as i remember, modifiers are just history. "delete history" may be named something else in max, but you should have the UVs flattened to the Mesh, not an active uv unwrap modifier.

Is there a program that can take a face model and make it lipsync to audio files or a given text ? I can create blendshapes for it if its necessary.
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>>524566
Why not make it track actual lips.
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>>524582
How and with which program do I do that ?
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>>524566
Not sure if this fits your usecase, but I've heard about Facerig. It uses a webcam tries to make the model's face move to match yours. There are also sliders to manually position the model's face.

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Hey /3/, as I'm new to modelling, I'm looking forth to specific advice...

Not sure how to say this, but call me a newfag if you care to choose so, but I've been trying to look for the best model file maker to make 3d models for warcraft 3, as I want to make a representation for a character of mine, in a 3d form in which I could suit her for some spells that I'd like to attribute to her,

I've tried blender, but I have only gotten limited amount of options on knowledge on to get a body to operate, but is there a good enough tool that's...
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There is nothing "for warcraft 3". it doesn't matter what you model in. There is no program that is somehow going to make anything easier because you intend to import it to Warcraft 3.
Blender or Maya are your best options.
if you intend to model texture rig and animate a character those are your best choices.
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>>524668

OP here...

I'm pretty much good at coloring a model file, but rigging and animating the model is a thing that's pretty much new for me.

I tried blender, but not Maya, does Maya cost money for usage? I just looked at Maya two seconds ago and after a Google search it seems like it could make a good 3D model, I'll just need to use the references of my character available for the model and then start.

Any advice on animation though?
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>>524669
whats the point of animating warcraft 3 models when someone else (a professional) has already animated them?
you can simply make rigs in mixamo and animation in source film maker, you don't really need maya

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alternately, pragmatic modeling. I've been prototyping a lot of stuff lately, tools mostly, in stainless steel. It's been one hell of a learning experience. Would like to hear about your projects, process, outcomes, etc.
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>>519358
No way of cutting that shit ontop, m8, only if it's cast, but good luck casting a 1x3 cm stainless steel object. Also, the thread seems too bulky, it will have trouble penetrating hard surfaces like wood.
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>>519359
orly?
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Any of you fags selling shit on Unity store/Unreal /Whatever?
I'm pretty handy with landscapes, so I was thinking maybe I could earn a little extra.
How much $ have you made, if any?
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Got any examples? Maybe you're just feeling good about your own models while they're actually shit.
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>>524485
Don't have anything right now, was a while since I dabbed in this. But I can definitely match something like this:
https://www.unrealengine.com/marketplace/photorealistic-landscapes-pack
Not even hard, maybe 35 hours work for that entire pack. Which is why I was surprised at the price that was selling at, and it got me wondering if it could actually be worth spending some time on it.

Of course if I suck I'll just find out by not being able to sell anything. I'm mainly interested in how much...
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>>524444
>Flowers
>Not baby face

Whoever made that should be ashamed of themselves.

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I exported the Daz3d Gen 3 female character to look at the skin weights in Maya. I've never seen volume preservation like this before with out fancy blend shapes or something but it seems like they did it here with only skin weights.

How did they get the weights so perfect and how is the bottom keeping its volume when bent this way?

In my image on the right you can see a normal smooth bind and on the left is theirs. I've tried painting over their model myself but can't get the same results. The butt always collapses.

HOW?
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its shitty DQ skinning mate
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>>524348
Oh snap. why have I been using linear blending all this time... Does dual quaternion skinning work in Unity?
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>>524350
oh I guess it's unsupported in game engines. There's got to be a way to get it to work in unity or maybe use linear but get a similar method?

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how complicated would it be to program a pose mixer like this for Blender?

basically you can save a pose of your model by making a dot on a field. every dot represents a pose and the closer you move your cursor to the dot, the more it morphs your model from one pose to the other, seamlessly.

https://www.youtube.com/watch?v=3AZRYJC9RV8

it's fucking priceless for quickly animating things
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So does it just take the average of the joint configurations weighted by the distances between the points and the cursor? Seems pretty straight forward but I've never done blender scripting so I don't know what kind of interfaces they provide.
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>>519163
not entirely sure about the mechanics behind this but yeah, with this you can pretty much INSTANTLY mix an unlimited amount of poses with each other or just click a dot to just simply choose a pose.

It is also fucking awesome to make some key face expressions and just move between the pose dots to achieve middle-stage expressions which you can again save quickly by clicking in an empty place of that map and create a dot for this new pose.

I think this thing would be a HUGE addition and it's kind of...
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>tfw no scripting skills

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I was wondering if there was anyone out there who is either good at modeling or can get the model of Nathan off ps4, to make a model of Nathan's head for a GTA 5 mod i am making, any help would be much appreciated
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>>524033
Also textured if possible
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>>524033

That might be a bit of a tall order, especially without payment involved. Here's a link to Nathan Drake from Uncharted 3 though.

http://junkymana.deviantart.com/art/Nathan-Drake-Desert-Uncharted-3-593407476
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>>524033
o-okay anon. I will get to work right away! Give me 10 minutes i-if thats not too much to ask for.

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Are /3/ actually archieve something like being an professional animator/modeler on Disney, Pixar, Dreamworks, etc other than shitpost on other people's works ?
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>>523237

You should check out ic.
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>>523237
I'm a CG artist in a major visual effect company. I only usually browse other boards and just came by this one. Honestly, I find it just sad that most people here think they're giving advices but are just wrong.

Even if it's a dead board, you guys shouldn't hang out here if you want to go somewhere in the industry.
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>>524125
a lot of this board is just teens and sad dudes in their mid 20's bitter as shit that they haven't done anything worthwhile or meaningful with their work. Hard to get a straight answer a lot of the times.

There is some decent advice in some of the questions threads and some of the blender anons are useful when you get past the "hur dur, only maya is da best" comments but yeah I agree, take everything here with a grain of salt and don't expect to go anywhere in the industry by hanging out...
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Good day everyone,
I hope this isn't too sophomoric a question, but I'm trying to set up a simple light box in Blender. Purpose is to create some baked UV layers to utilize for creating more more effective textures. I'm having a great deal of difficulty following the guides and youtube videos searched through google, was hoping one of you could point out what I'm doing incorrectly.

So, in Blender Render mode, I'm able to get a factory-default bake just fine. My scene currently has one sun, an object, and a plane underneath. However, I want...
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Circle
>>
I would suggest setting up a fresh scene in Cycles.

I've noticed that Blender sometimes has got problems when you switch between Blender Internal and Cycles, especially with materials, causing the program to crash.

I've tried to set up the same scene in Cycles and I had no problems with baking.
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>>524367
In Blender Internal: Add a hemisphere light and turn it upside down, set it to 1/10th of the sunlight's strength.

In Cycles: Just add the sunlight, light bounces will do the rest.

Cycles will give you more realism out of the box while Internal will give you more control over how it will look. Always depends on what you want to do.

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Architecture thread

Modelling a small beach city right now, I'm working on pic related specifically atm. R8?
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2/10
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>>523027
I'm an architect and I'm currently finishing my master, which mean i working on a thesis.
My thesis it's about Implementation of nee schemes and production at design.
Using Sketchup is the worst and unprofessional tool ever created.

Inaccurate scales, spaces, lines and a lot of more things.
It doesn't help to make an accurate material quantification and more stuff that should be eradicated

that scene a shit
>>
texture tiling patterns are too noticeable

http://www.telegraph.co.uk/film/inside-out/disney-pixar-characters-same-face/
http://www.avclub.com/article/every-female-face-recent-disney-and-pixar-movies-l-216498

...thanks to 3D "artists".
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I warned you about this years ago
but you didn't listen
because I wasn't an animation expert.

Then they came for animation experts.

"Edge flow" was more important for you
than art.
>>
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The modern beauty.
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Because cheekbones have never existed.

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I really need Photoshop on my home PC, and I want to learn zbrush, but I'm too pussy to pirate them in fear of getting caught. I'm only in high school, so there's no way I'd be able to afford such things. Another fear of mine is getting a virus from pirating things. And yeah, I know "pirating is stealing". Although that is true, I would never monetize anything with software I didn't pay for.
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b&
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>>523367
Huh???
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Where do you live ? Whatever, I think there is 0 chance of you getting caught.

Get photoshop and Zbrush on CGPersia (there are direct download links if you are afraid of torrents). Also, look at tutorials and training on cgpersia if you really want to improve (it will be better than youtube)

Also : you can sculpt with Blender. Gimp or Krita are free and opensource alternatives to photoshop

I use Maya if that helps.
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>>523956
I'd use a box and sphereify it a couple of times, not sure what the function was called in maya though, then i'd start extruding to get the basic shape, then i'd make holes for the leathery parts, and make the grip from separate parts.
This looks to all be made from one part, which isn't very good.
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>>523956
literally the first thing I ever modelled, I did it by using a tube as a base for the middle and pushing verts around to get the general shape, and cutting a sphere in half and jointing each half to the ends of the tube to make the round things.
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>>524306
>>523956
basically what I mean is this: the red parts you make by pushing verts around with something like the proportional editing tool, the blue is just a sphere cut in half with the verts joined to the tube. Obviously this is a shit model but it's just to illustrate what I mean. Oh and throw a subdivision surface modifier on to make it smoother, don't start off with this high of a polycount. I'm a blenderfag so can't help you with the specific commands,...
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With the influx of specific question threads I thought it might be a good idea to have one of these.

Have any specific questions? Post it here!
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>>510517
>>
anyone here uses unity and substance painter?
what is the common way you do the export, it doesn't accept height only normal,metallic and albedo. is it ok if i just leave it at that?
and if metallic = roughness and i can simply use both maps for same purpose
>>
I've skinned, weight painted, and set up controls for a model while rigging. Now I've realized I forgot to skin some joints to the mesh. What is the best way to go about adding the remaining joints to the skin bind without losing my weight painting information?

Any insight is appreciated.

What are animation rigs like this called?
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>>523153
Don't think they have a agreed upon name. Seen them called various things by various people. Around my circles we call them 'cut rigs' because you typically make em by cutting up a continuous skin.

But try google stuff like geometry bones, mesh bones, mesh rigs etc. Things like that and you'll find examples of them.
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>>523153
Proxies ? Animation Proxy
>>
Incomplete.

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Wondering how you go about making these referenced duplication processes faster
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For example, translating multiple objects at the same time, or in a particular pattern

Also if anyone knows about selecting in patterns as well it would be great if you could explain it for me
>>
You can use "duplicate special" to apply modifications to the copies. For instance you can add 1 to the x axis and set the copies to 10. All the copies will be +1 down the x axis
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>>523918
I'm wondering how to do this with referenced objects

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I'm new to 3d and I've been making an insect model. I've sculpted in some details on the eyes in ZBrush and created a high poly mesh and then baked a normal map onto a low poly mesh in xNormal.
The problem I'm having is that the normal map does not reflect properly: on mesh A, with a standard material applied, the light reflects dead centre of the eye, but when the normal map is applied, it reflects at the top right of the eye rather than the centre. Does anyone know what might be causing this?
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i think light bounce off normals so its simply not an issue.
make a specular map to control that
>>
Notice the shadow on B and lack of on A. The light is pointed in different directions.
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>>524136
I said in the OP that the light was placed in the same location, yet the shadows and reflections are located in different areas.

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I think I know the answer but I want to know how true it is.

Basically, I'm contemplating going to a gradute program of a multimedia degree or switching for something else. I have an undergraduate in multimedia and it was a web development, some audio and video and design. On the other hand, graduate program basically has subjects in some more audio and video and 3 OF THEM ARE IN 3D.

This is the key part. I am pretty sure that students just go through some theory and learn to use programs for 3D. The subjects are:

>3D modelling

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>>524179
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>>524179
>multimedia, web dev, audio, video, 3D

Goddamn, this program is dedicated to give basic knowledge about everything without actually pushing any subject to a useable amount

Honestly, learning 3D is pretty intense and requires a LOT of side knowledge (physics, photography, optics, sheer observation (like drawing), mathematics, etc.). It takes YEARS to reach a confortable level as a professional generalist (modeling, lighting, the whole package)

If you don't give a damn about 3D, don't get started thinking you can half-ass it - you'll rage constantly, nothing will work, and you'll most likely quit. If you think you might discover a new passion or something, go for it, but do exclusively classes about that creative field, and be prepared for some real hard, interesting, work.
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>>524190
Yeah, it's good they didn't put a 3D in the undergraduate program.
Anyway, it's actually a 2 and a half year's worth of informatics and around a half a year's worth of everything else, so it definitely has a focus.

But god damn me if I don't constantly hear shit about that degree, I'm pretty sure now that it is not worth doing 2 more years in this. I could do software engineering instead but I'm kind of fucked anyway and will probably do another degree because I can't...
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Hi, I was wondering if anyone could help me.
I have this model and I need to join the wrist to the arm.
Problem is the arm has 8 vertex, and the wrist 16.

How can I turn those 16 vertex into 8 without messing it all up because I need 4 sided faces.

Thanks in advance
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It's best to have the same poly distribution. I personally would just add more poly's to the arm.
>>
Select all faces on the arm go Add divisions to face, select linear and put in 2 for V value and 2 for U value, that should double the number of verts so you can join to the wrist no problem.
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>>524155
Thank you, I think I can make this work!

>>524163
That's an interesting option too, but I want as few polygons as possible. Thank you for the answer though, I might try that if I fail doing the other thing

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CryENGINE is now available on GitHub.

https://github.com/CRYTEK-CRYENGINE/CRYENGINE
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yeah but you basically have to pay to get it up and running. They're just giving you the blueprints. Doesn't mean shit. And that license is a fucking joke
>>
crytek is getting desperate.

They shouldn't have shat up the PC game that made them stand out.
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>>523955
It's a nice code study, it's not like 3d fags will even be able to build it anyway, so who cares.
>tfw I have the same coding style
nice feel

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How do I go from 1 to 2?

Vray and Maya
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Eyebrows, you silly goose
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>>523861
hoew's this
>>
>>524166
why is she wet?

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Okay, so I've always wanted to get into animation. I am 100% prepared to get my feet wet and dive in but I have absolutely no income to even think about going to school. I've gone so far as to make fake emails for Autodesk, downloaded all that, I've pirated a few other programs along the way.

I'm ready to try and make a career out of this. I know eventually I'm going to have to pay for this stuff, any income I get is going towards buying the programs, but is this a feasible idea? It's going to take me years anyways to get good at these programs...
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>>523492
>Am I crazy or is this possible?

It's almost the other way around anon. It's possible, but only if you are crazy.
>>
>>523493
Yeah pretty much. I did it, and a few of my co-workers did it too. Everyone I've met who went to school has regretted it to some degree since they had to end up learning most of the stuff themselves anyway, and now have a shitload of debt to pay off too. I'd only really recommend school if you're trying to move to another country and need the student visa. If you're already in the US where most of the jobs are you may as well stay comfy living with your parents and grinding on your art all day, as...
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>>523492

There is no limit to what you can learn without going to school if you are fully motivated to learning. Anything from neurosurgery to advanced aircraft design can be learned on your own if you are motivated to do so.

The question is whether or not you're going to get a job being self taught. You could end up being the most knowledgeable person in the world when it comes to medical science but there's no way you'll (legally) be able to work as a physician without the proper educational credentials....
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So I'm trying to learn Zbrush and have about a year's experience in blender. Anyone know how to set Zbrush's navigation controls (zoom, pan, rotate) to the blender defaults? Really having a hard time, googled the shit out of this and just found a bunch of autistic 4+ year old threads.

thanksz
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Took one search.

http://docs.pixologic.com/user-guide/customizing-zbrush/hotkeys/
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>>520469

Zbrush navigation makes the most sense for the program. Just practice it.
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>>520469
also rec to get used to it
zbrush isnt real 3d, its 2,5d and the way it works starts making sense in longer run
at lest the navigation, the ui is just fuck ass retarded and will never make sense

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How are my cogs /3/?
5 replies and 1 images submitted. Click here to view.
>>
>>523919

Chamfer the edges to create better specular highlights.
>>
>>523925
you forgot to mention to chamfer them with a radius, a circular chamfer
>>
>>523919
>not using Cinema 4d R17's superior Cogwheel engine.

0/10

File: th.jpg (21 KB, 300x300) Image search: [iqdb] [SauceNao] [Google]
th.jpg
21 KB,
How do you guys use ambient occlusion with your diffuse texture map?
15 replies and 2 images submitted. Click here to view.
>>
sparin`ly
>>
How sparin'ly?
>>
use where?

File: Helen Sunbathing.jpg (328 KB, 1200x882) Image search: [iqdb] [SauceNao] [Google]
Helen Sunbathing.jpg
328 KB,
Helen Parr thread continuing from : >>490393
322 replies and 60 images submitted. Click here to view.
>>
File: iron.jpg (71 KB, 717x800) Image search: [iqdb] [SauceNao] [Google]
iron.jpg
71 KB, 717x800
>dat nose

also, you might want to give the hands a little more attention.
>>
File: render-1.png (768 KB, 1440x2560) Image search: [iqdb] [SauceNao] [Google]
render-1.png
768 KB, 1440x2560
>those abs

I am working on an Unity game myself and I was wondering what kind of setup you use for the breasts and ass, did you find any scripts for it in Unity?
>>
>>505240
Yes, and I see that you've ignored anyone's advice in making her face smoother, and her nose less piggish.


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