From any Maya version, LT or otherwise, getting your crease information into ZBrush can be a daunting process, but with ZBrush’s new import/export FBX tool, life gets a whole lot easier. Here’s the video by the guys at Ask ZBrush to show you how…
Hey! Started working on this a little more today and admired the direction its going. Heres some images to catch you up to where I’m at. Here’s also a playlist of progress from the beginning to now!
Check out the WIP on polycount!
UV’s are like meditating. A soothing way to turn chaos into order. It’s like organizing a jigsaw puzzle, but for my heart, and best enjoyed next to a cup of coffee. Likely, there are few that feel the same as me, but UV’s deserve a good HORRAH! for being so good at holding our textures. Here’s my newest UV map for a lantern for Colorfull :) <3 Thank you UV’s for being so much fun to organize.
After creating some 20 bazillion trees, this one is the best I’ve made so far!
3k tries, half sphere attributed normals, and a beautiful diffuse with normal map!
Yay! persistence!<3 <3 <3 *Lick up the happy!
tips for me for next time:
take it one (mesh) branch at a time.
With the cards, start small to big.
check x. check z. check x…
make bark mesh live.
you dont need as much branch geo as you think you do. but if it help to put it in to visualize, than do so, and remove later.
if the geo for the mesh branch is “inside” the main besh branch, it doens’t need to be there.
its easier to see.. with different colors that dont make sense
use layers. use locking.
its easier to see… without leaves. where branches are for cards