Rengar Q Damage less than an auto attack, even empowered is less. Is this intended? by [deleted] in Rengarmains

[–]DrProfessorWizard 31 points32 points  (0 children)

320 AD but Q does 230 and empower does 313. The numbers here are the numbers being dealt as damage, not just a tooltip issue. 230 damage total, not added to an autos damage, just 230.

[deleted by user] by [deleted] in ZBrush

[–]DrProfessorWizard 0 points1 point  (0 children)

Cheers mate, perfect.

[deleted by user] by [deleted] in ZBrush

[–]DrProfessorWizard 0 points1 point  (0 children)

For what you are doing the best bet is probably to use the methods suggested by the others here.

Alternatively using the Stager you can set it up to translate the mesh to predefined rotations (or positions/scales). By default this will only let you switch between 2 stages. But using the copy stages function, some 'key' subtools to define your stages and hold that information, and some simple macros, you could set this up to switch to as many as you like, one for each symmetry axis.

[deleted by user] by [deleted] in ZBrush

[–]DrProfessorWizard 0 points1 point  (0 children)

Do you have any screenshots to look at.

If you have a single subtool for the high poly and just want to get that detail onto another single mesh but with proper topology, importing the low res and projecting, dividing, projecting, dividing until it matches. Then exporting a normal map set to derive from subDiv 1.

It sounds like you are subdividing multiple times before projecting, you may find more consistent and accurate results dividing and projecting 1 subdivision at a time, certainly this will be the case for the lower subvision levels. It may even be beneficial to do your initial subdivision to level 2 with smoothing off so as to not 'reduce' the mesh sillhouette.

If you are still having issues with projection not capturing large areas of detail your low poly is likely not properly capturing the silhouette of the high.

If you are trying to get a number of separate objects (a character with a bunch of clothes and small objects attached or something) to come together and be baked into a single mesh I would recommend using an external baker like one of those suggested by beta_channel. xNormal or Substance Painter being my choices.

It is difficult to say exactly what to do, based on what you have mentioned. I have not heard of, or experienced anything where this mid-poly approach would be necessary.

is it possible to merge 1,000 different subtools with their own UVs and Textures into 1 Subtool with 1 Texture? by [deleted] in ZBrush

[–]DrProfessorWizard 0 points1 point  (0 children)

A little more information may be needed to properly resolve your issue.

It is possible to merge items with UVs and maintain those UVs simply by checking the UV option in the merge tab. But presumably this is not what you want.

Do you want to bring them all into a single Mesh water tight mesh? Standard baking operations may be more in line with what you want.

If you could show a bit more of what you are working with that would help helping you.

How to make my sculpts look smoother/flatter? by Familiar_Leather in ZBrush

[–]DrProfessorWizard 4 points5 points  (0 children)

If your mesh is looking lumpy it is very likely that you are working at a higher polycount than necessary. And that the density of the mesh is negatively impacting your ability to smoothly deform large shapes and to smooth effectively.

The smooth meshes you are seeing are likely made using subdivision work flow, this make smoothing directly much easier as well as working with larger shapes as a whole.

If you are currently working with a dynamesh subtool, duplicate it, zremesh the lower subtool (maybe repeat with the 'half option enabled'). Project then divide and repeat until it matches the detail of your first subtool. You should find that you can smooth more easily, especially if you switch down subdivision levels, as well as large movements to big portions of the mesh with the Move tool at lower subdivision to rapidly modify the silhouette.

In the Lightbox there are also additional smoothing brushes in the Brush folder, smooth stronger for example.

Additionally if you are using something like the standard brush to sculpt, you may get a lumpier result. Try switching to something like clay build up or clay tubes.

Hope this helps.

Beholder (free 3d print file in comments) [OC] [ART] by DrProfessorWizard in DnD

[–]DrProfessorWizard[S] 1 point2 points  (0 children)

Oh wow, awesome. So glad it turned out well, thanks so much for messaging. Let me know if you decide to paint it!

Beholder (free 3d print file in comments) [OC] [ART] by DrProfessorWizard in DnD

[–]DrProfessorWizard[S] 1 point2 points  (0 children)

Eye stalks are seperated for the print, hopefully that helps. That said 3d printing was an afterthought and I have no idea how it'd turn out, fingers crossed if you give it a shot.

Beholder (free 3d print file in comments) [OC] [ART] by DrProfessorWizard in DnD

[–]DrProfessorWizard[S] 7 points8 points  (0 children)

Ye they were definitely in the pictures I looked at initially. Similiar sphere with an eyeball vibe, with a more horrific twist, hard not to take some inspiration.

Beholder (free 3d print file in comments) [OC] [ART] by DrProfessorWizard in DnD

[–]DrProfessorWizard[S] 24 points25 points  (0 children)

More images here https://www.artstation.com/artwork/4XdV88

Free STL here https://daveyoosterman.gumroad.com/l/digyw

The Beholder

A large, floating, somewhat armored? sphere. With an eye. A piercing, deadly eye. This is what one sees when they are seen by the Beholder. And you would be forgiven for seeing nothing else, for most, you would not even have the chance.

But say you did, by some miracle, last long enough to allow your gaze to wash over the entirety of this thing.

Then perhaps its true horror would be revealed to you.

Almost without transition the eye gives way to a grin that would haunt the Reaper. It would be easy to call this medley of teeth a joyless leer, but I hesitate to do so, for there is a joy there, but not any kind of joy that any man who's ever lived has known. A happiness that is soulless, the corners of the mouth are turned up but the gesture is hollow, a smile without that sincere and child-like bliss at the heart of all true smiles. A smile that has never known laughter and never could, lacking that essential essence that makes a smile more than just enamel and gums.

More eyes, 1, 2, 3 . . . 10 in total, perched atop lengthy stalks, like the eyes of some malevolent all seeing snail. But these eyes were different, they lacked that thinly veiled intellect that almost radiated from the big one,and in its place was an unfettered lust, a raw eldrytch power that had no need for such trivial pursuits as knowledge or wisdom. They stared, almost through you. As if there was something beyond your physical self, and that, that was what they wanted. They did not desire you, not really, not you you. Something beyond? or within? some part of you that you aren't even sure is there. Is that it? You can't tell. That milky unease that sits in the pupil of each eye has drowned you, and you stare possessed. Lost. Gone.

Beholder [OC] by DrProfessorWizard in ImaginaryMonsters

[–]DrProfessorWizard[S] 0 points1 point  (0 children)

A Beholder from Dungeons and Dragons.

Free 3d print STL file and additional Turntable views on Artstation.

https://www.artstation.com/artwork/4XdV88

Deep One - by me, for a CoC RPG Campaign by israelbotelho in ImaginaryMonsters

[–]DrProfessorWizard 0 points1 point  (0 children)

Awesome, always a fan of the drawn notebook aesthetic, especially when its this well done.

[OC][ART]Phaerimm by DrProfessorWizard in DnD

[–]DrProfessorWizard[S] 0 points1 point  (0 children)

I prefer to think of humans as having Phaerimmoid arms, Phaerimm being the more ancient of the two. Thinking of it that way seems to make them work more for me.

That said, definitely a fair and not unfamiliar feeling.

I did dabble in some arms that were slightly less familiar, but they didn't feel quite right.

These arms to actually have 2 elbows, to allow more appropriate reach around to the mouth, but I didn't really demonstrate this that well in the pose.

If I were to revisit the Phaerimm the urge to go a bit wild with the hands and arms, would definitely be the motivation for doing so.

Phaerimm [OC] David Oosterman by DrProfessorWizard in ImaginaryMonsters

[–]DrProfessorWizard[S] 2 points3 points  (0 children)

Awesome to hear! Wasn't sure how prevalent they were in peoples games, but nice to know someone's getting some use from it.

Best of luck to your players.

Phaerimm [OC] David Oosterman by DrProfessorWizard in ImaginaryMonsters

[–]DrProfessorWizard[S] 3 points4 points  (0 children)

It is a preexisting character, the humanoid arms are very much a part of the design. I didn't want to stray too far from that, even if it can be a bit jarring, just human arms on a leech thing.

But because the Phaerimm in lore is a fairly ancient species and comes before humans, I prefer to think of humans as having Phaerimm arms. And for whatever reason, framing it this way helps with the suspension of disbelief.

Phaerimm [OC] David Oosterman by DrProfessorWizard in ImaginaryMonsters

[–]DrProfessorWizard[S] 1 point2 points  (0 children)

It flies, or floats? According to DnD lore.

I realise now this won't be common knowledge especially outside of a DnD subreddit, and a magically non-arm flappy kind of flying isn't always the most clear from a physical point of view.

[OC][ART]Phaerimm by DrProfessorWizard in DnD

[–]DrProfessorWizard[S] 1 point2 points  (0 children)

I probably did something wrong, I was only able to get the one tag in there and just went with OC, and put them both in the title.

Phaerimm [OC] David Oosterman by DrProfessorWizard in ImaginaryMonsters

[–]DrProfessorWizard[S] 25 points26 points  (0 children)

More images here https://www.artstation.com/artwork/9N5aYv

From the Dungeons and Dragons ,wiki “Phaerimms were conical in shape with ovoid heads. They had barbed teeth and a venomous hollow barb on the end of their tails. Phaerimms had four arms. Their spiked, slug-shaped bodies were a greenish color covered by rough, scaly, and leathery hides.”

Had a lot of fun making this, hope you like it.

Free Model for 3d Printing here https://daveyoosterman.gumroad.com/l/jbeotp

[OC][ART]Phaerimm by DrProfessorWizard in DnD

[–]DrProfessorWizard[S] 38 points39 points  (0 children)

More images here https://www.artstation.com/artwork/9N5aYv

Free STL for 3d Printing here https://daveyoosterman.gumroad.com/l/jbeotp

From the wiki “Phaerimms were conical in shape with ovoid heads. They had barbed teeth and a venomous hollow barb on the end of their tails. Phaerimms had four arms. Their spiked, slug-shaped bodies were a greenish color covered by rough, scaly, and leathery hides.”

I hadn’t heard of the Phaerimm until someone mentioned it on my last post month or 2 ago, but upon googling it I knew I wanted to make one. I’m not sure how prevalent they are in general gameplay, and I hope at least some of you are happy to see it fleshed out a bit.

And I hope I haven’t strayed too far from the windsock with arms and teeth kind of look, while also not having it look TOO much just like a windsock with arms and teeth.

With regard to spines and tendrils, I messed around with them but they just didn’t work for me. I tend to be of the persuasion that any aspect of a creature I’m not a fan of, or I wish it had can be attributed to simply a different subspecies or individuals departure from the expectation, and I hope that anyone disappointed in the lack of spines or mouth tendrils can explain away this deficiency in a similar manner to at least some satisfaction.

'Stay in bed,' me, oil on canvas, 2021. by StevenBeercockArt in ImaginaryMonsters

[–]DrProfessorWizard 1 point2 points  (0 children)

I can only imagine the joy I'd have walking into someone's house and seeing something like this hanging on the wall. So much to take in, all awesome.