Fix uv-border shrinking on gemoetry border edges. ![]() It would be nice to be able to paint a specular map (or ohter map) in zBrush and see the results without have to export it to another 3d application and render it there. At the moment polypainting is only applied as “normal”.Īdd functionality to map material attributes Poly painting on layers should have blending modes, just like the different shaders has (normal, multiple, screen etc). There are time consuming workarounds for this, but it would be nice with a fix. This leads to that my poly painting exports does not match my smoothed uv in maya. It works when you divide the model, but when you go down in subdivision the uv smoothing of the higher subdivisions dissapears. There is a button for smoothing uv’s (tool/geometry/suv). Vector displacement, ptex, auto-retopo, and 64-bit are the future. If you think how Zbrush users treat those who request navigation updates is bad, you should see what 3ds Max users say when people ask for Maya-like controls lol. I guess one could just as easily ask for their favorite 3D app to have Zbrush-like controls, but seeing such a request fulfilled is about as likely as pigs sprouting wings. ![]() This can actually get annoying when using GoZ a lot during the course of a day. Going back and forth always results in brain farts (for lack of a better term) and it always takes me a few moments to re-adjust my habits. Even though I know how to navigate in Zbrush just fine, the ability to make it work like 3ds Max would certainly be welcome. The navigation has never really been too much of a problem for me, but adding presets that make navigation work the same as your favorite 3D app seems like a reasonable idea to ask for. This gets mentioned a lot around the net, but is usually shot down by the hardcore Zbrushers who like to say navigation is just peachy. PS: Someone mentioned updating the navigation tools. Like many others, I really do hope we see an update to this soon. Zbrush is the worst by far as it is way too labor intensive to be useful on a frequent basis. 3D-Coat (which is buggy) and the upcoming version of Topogun look good, but are also an extra expense a lot of artists can’t justify. It is a cool idea though.ģds Max has decent retopo abilities, but doesn’t like high resolution meshes. It might be possible, but most likely not. Sounds a bit like the auto-retopo feature in 3D-Coat, except in real-time.
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