![]() Version 03, updated to correct TransposeSmartMask error DynamicOffAll_05. Version 04 - added Save All Brushes button Version 05 - corrected save error for standard Trim brushes Otherwise ZBrush may start with Dynamic on for the Standard brush even when it has been saved with it off!ĭownload here: DynamicOffAll_05.zip (265 KB) This means that you need to store the configuration (Shift+Ctrl+i) after setting and saving the brush. ZBrush saves the current Dynamic mode state for the Standard brush with the configuration. you two useful macros that I With Leonardo the more crappy results can be. Make sure you make a copy of both these folders to a safe location so you can restore them if you want. ZBRUSH 4R8 P2 LiveBooleans Masking applied to active SubTool will now be. ZBrush 4R8/ZData/BrushPresets and ZBrush 4R8/ZStartup/BrushPresets The plugin overwrites the brush files in these two folders: Individual brushes can be set to what you want before pressing the button. So if you want Dynamic mode off permanently then press the Dynamic Off button first and then press Save All Brushes. This will save all brushes with their current settings so that the settings are there at the start of each session. Save All Brushes - a new button is added in the latest version. Note: for technical reasons the plugin resets to default the Smooth, Select and Masking brushes. The plugin will take a short while to run through all the brushes. To use the plugin, first make sure you have a model in Edit mode, then press the button you want. You should have two new button called Dynamic Off and Dynamic On in the Zplugin>Misc Utilities sub-palette. Copy the DynamicOffAll.zsc file and DynamicOffData folder to your ZBrush 4R8/ZStartup/ZPlugs64 folder and restart ZBrush. Unzip the zip file and open any containing folder created by the unzipping. I also re-used some rocks and dirt textures from a previous project to speed things up.This is a small plugin for turning off/on Draw Size Dynamic mode for all sculpting brushes. I have been working on it a few evenings every now and then, so maybe a week or two if I had worked 8 hours a day. ![]() The whole development of this scene did not take that long actually. There are still no effects in the scene but I will add some pollen, maybe some bugs and some ambient effects in general. There is quite some work left until it is finished, more terrain work and a few more assets that will help blend it all together. For this case it was, a big tree, some ground vegetation, clovers, ferns and in between some mid level vegetation like redwood sprouts and rowan trees that will give a nice shape and color contrast to the pine trees. ![]() Well for me at least, the key to such environments is to break down the main assets that will build up the scene. Zbrush>Max model goes back to original Max scene, but also opens a new instance of. ![]() Ive got 3ds Max 2018 and Zbrush 4R8 P1 and the GoZ function just isnt working like it used to in Max 2014. Simon Barle Work in Progress Redwood Forest Scene Hey everyone, I cant seem to figure this one out and Im hoping someone has a solution. It’s important not to over-scope the material count since there is a cap of how many texture samples you can have inside the material, there is probably a work around for this, but I find that you usually don’t need that many anyway.Īll you need is a good mixmap with different masks in each channel to blend the textures in interesting ways, that way you can achieve more with less. Right now there are only the initial dirt and mulch materials in there, I will add materials like pebbles, moss, another dirt/ path material. I’m going to have a few different terrain materials which I will just paint in-engine. The land is all hand sculpted, pretty rough and simple really. I also boosted the shadow resolution in the Engine Scalability file and upped the number of cascades so the shadows can draw further and have more detail up close, this drains performance however but for just showcasing, its fine. I do however try to make my maps as correct as possible to begin with but it’s always nice to be able to change things on the fly. I work a lot with material instances that have the basics tweakable, so I can change color, translucency, spec and roughness controls and if needed, a switch to flip the normals. I am currently in the process of sculpting the bottom of the trunks for more details and shape. The trunks have a sculpted tiling bark texture which is mixed with some photo-details as well. ![]() The foliage textures are then mapped onto planes with some shape to them, then placed on a few larger branches which then gets copied all over the tree until I have achieved the desired shape and silhouette. The foliage textures are highpoly modeled in Maya and using photo-details on the highpoly that then bakes down to a final texture. I created all the assets myself using Maya, Zbrush, Photoshop, Ndo and Xnormal. ![]()
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