thats part of the reason why your strokes look bad. that will help you make more consistent smooth strokes. If you have a hard time with these strokes then turn on steady stroke. in most cases that would make the application non interactive. the only other option would be to have the application freeze up while it tries to calculate a huge number of brush samples and tries to apply every one to the mesh. If you have a mesh with 60,000,000 polys and you take a large brush and make a fast stroke across a large distance then yes, you will get skips in you stroke. The errors in your examples are a result of poor hand/eye coordination, bad pressure sensitivity settings and the fact that the system is not fast enough to sample the brush at the rate you are making the stroke with you hand. there are many trick you can do based on subdivision/uvs that just do not exist with un-ordered non-hierarchical voxel meshes. it ensures almost perfect error free maps in a fraction of the time it takes to do ray projection. its cool for design and if you have a personal project that has no time constraints but it is inferior on a tight schedule in most cases.Īlso map extraction based on subdivision/uvs as apposed to ray projection is a huge advantage. voxels despite being fun to work with become a huge pain in the ass. the nasty issues that come up with kickbacks after rigging, etc. the extremely high polycount of some pieces. when you have to factor in the endless revisions that always come up after you have started your animation cage. that feature alone makes a huge improvement and is worth the upgrade.Īlso verical trays, tile plane, paint improvements etc are totally worth the things from scratch in zbrush is almost always slower and more error prone then sculpting a mesh. and actually make brushes that are much nicer if you tweak all the brush options. you can make a brush with a custom falloff and stamp that has the identical look and feel to claytube. that feature is what gave zbrush most of its flexibility to make brushes. but in general flatten with a high strength is more versatile as you noted.Īlso 2013 introduces falloff curves with unlimited number of point. The example onionhead_o posted i think make planer is a better option then flatten brush.
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