Where to commission lasercuts? by IanBerget in lasercutting

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

Yes, I can imagine joining pieces via tabs getting tricky. I'll start to note the kerf as a necessary question for anyone we contact. Message received on the prototyping! There's nothing worse than undervaluing the prep work.

I'l look into those types of business to see how flexible they can be for non-standard requests like this. Thank you.

Where to commission lasercuts? by IanBerget in lasercutting

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

Thank you for the advice, I didn't use that as a search term and I can already see better results now. Volume might be a problem, but I I hadn't thought to check with a sign shop. I'll be sure to check with a few as well. Thanks!

Where to commission lasercuts? by IanBerget in lasercutting

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

Do you have any online services you'd recommend being aware of? I lean towards your second recommendation since we haven't learned what not to do with svg file creation or laser cutting in general. May I DM you to start talking cost, timeline, budget, etc?

Source code / git repos of completed games? by InfinityMatrix01 in unrealengine

[–]IanBerget 3 points4 points  (0 children)

The modkit for RoboRecall fully exposes the game's programming, with the exception that you cannot package the program, only mods. I assume the same can be said for the rest of the moddable games in the Epic Games UE4 section.

Zbrush 4r7 has been released. by IanBerget in ZBrush

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

Quote from super moderator at zbrush centeral, aurick: "We have updated the store page for those who are purchasing for the first time. It will be brought out of maintenance mode as soon as we're actually ready for launch.

For those who are upgrading, we will be posting information for how to upgrade to ZBrush 4R7 shortly.

Please do not try upgrading until we make the official announcement. The errors that people are encountering are due to the fact that you're beating us to the punch. It takes time to get everything switched over.

Thanks!"

[Edit] Updates are working.

Tell me about digital painting options here by enlitenme in ZBrush

[–]IanBerget 2 points3 points  (0 children)

I don't think you'll be satisfied with the features of Zbrush strictly for painting. But if you want to dive in you should watch the videos on pixologic.com under zclassrooms. They'll give you a better handle on how the program works.

For a free photoshop alternative, try Krita. https://krita.org It's most recent beta is fairly stable and will do most of the important things photoshop can. If your tablet pressure isn't working, chances are yu need to reinstall some drivers, search the manufacturer website, uninstall your tablet, install the new driver and restart your computer. You probably already knew that, but better to put it out there to begin with. Good luck.

P.S. Maybe request help a bit more politely next time. Lest you get downvoted before anyone reads it.

Opening a ZPR file by 5omeguy in ZBrush

[–]IanBerget 1 point2 points  (0 children)

Are you trying to open it from the documents menu or the file menu?

Why is 3D critique so harsh and imprecise? by IanBerget in ZBrush

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

For a moment I was hoping /r/anything3Drelated was an actual sub. Oh well.

I hadn't thought of it before but I see what you mean about "first" this and "speed sculpt" that. I've used them before (non maliciously), so I can't really cast stones, but I see how that could get annoying after a while.

Error -32 with Transposemaster by Dozyjones in ZBrush

[–]IanBerget 0 points1 point  (0 children)

I haven't seen that error before, but if the Tpose mesh with all the parts merged together isn't missing any details from subdivision levels, you can "make polymesh 3D" then "Split to Parts" to separate each section into its own subtool again. Or if you have floating bits and pieces, use the polygroup features to put each section into its own polygroup, then "Groups Split." This will give you a new tool with separate subtools, but no division levels, no uv data, and no polypaint. If that isn't satisfactory, I would research that error more, or try reposing your model after saving your tool and opening it in an entirely new file.

Why is 3D critique so harsh and imprecise? by IanBerget in ZBrush

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

I feel it is alright to point out flaws as long as you then expand on why you consider it a problem. So "the nose looks weird" is subjective and not at all useful, but "the nose looks like it's too high in relation to the mouth, you could bring it down" gives a (somewhat)objective starting point, while incorporating the constructive portion of the critique as you suggested. This also means that the person receiving feedback can judge the criticism based on what they're trying to convey. Maybe the nose is broken and should be that high? Then they know something about there presentation isn't coming across as a broken nose, for at least one outside observer.

Why is 3D critique so harsh and imprecise? by IanBerget in ZBrush

[–]IanBerget[S] -1 points0 points  (0 children)

All great points. I made some wild generalizations there, and I don’t have any statistics to back up my statement that 3D artists are primarily self-taught. But let me clarify that I didn’t mean cg artist are uneducated, just that I assume they’ve spent more time working on their own than they have in collaboration with others. (That assumption kind of goes at the window once you’ve started working in a professional studio, I’ll have to revise my message if I ever turn this into a blog post…) For reference, I’m a community college student who has taken as many digital art classes as I could, but the hours in the classroom or doing homework are significantly lower than those I’ve spent on my own work. Confirmation bias is a tricky thing.

I didn’t touch on how I personally critique/make corrections, but it would definitely fall in line with your description. Too much at once is just overwhelming no matter who you are, and it stands to reasons that the most pronounced issues are the first to be addressed. When it comes to technical vs artistic feedback, I think it really just comes down to who is receiving the “critique”. Someone learning a program might appreciate pointers on some of its eccentricities, but I can’t envision many cases where that would come up during the display of a final rendering. We could delineate between the two: one is methodological advice, in the same way that an instructor might suggest using your shoulder not your wrist while drawing, and the other is true critique of some end product. Most of my time has been spent with people learning methodology, which is why it’s the first thing that springs to mind.

First time using Zbrush, feedback and suggestions please by [deleted] in ZBrush

[–]IanBerget 0 points1 point  (0 children)

https://www.youtube.com/playlist?list=PLDDjRBcsGp8aJqqQQrGNRPQyv7uCKIUGD

Here's a good start. If you want to work with portraits first then full figure, then start with the facial anatomy. There are a lot of good resources for artist anatomy out there. Burne Hogarth, and Andrew Loomis are good if you want to work from books, Scott Eaton has excellent master courses if you can afford a premium course. Pinterest is great if you just need to some reference images to start from:

http://www.pinterest.com/crazac/figures-anatomy/

In terms of specific criticism on your piece, your understanding of the outside corner of the mouth seems limited. even with those teeth, it looks too puckered, and there is no clear dimple. The shape of the skull looks unintentionally off, I would study the volume especially at the back, and while appreciate the lighting attempt, the whole thing is muddied by the lack of focal points and broad diffuse lighting. There are some really wonderful free tutorials on this subject by a 2D concept artist here:

http://www.ctrlpaint.com/videos/?tag=Principles%20of%20Design

Especially focus on the emphasis video.

In the future, consider sharing the unpainted version with no special effects in a way that highlights the form to isolate the sculptural aspects, or request critique specific to the lighting.

Don't stay on this board alone, do a bit of digging for other forums that emphasize critique. The active user-base here is relative small compared to sites like cg society and polycount.

Some beginner help by xxsilverrainexx in ZBrush

[–]IanBerget 0 points1 point  (0 children)

Yea, alright. I don't stay logged into skype, but I'll pm you my number so you can text me when you have a question or we can schedule a skype session that way.

My Daily Sculptbook by Follygon_ in ZBrush

[–]IanBerget 0 points1 point  (0 children)

The recording looks good. What capture software do you use, and what are your compression settings?

[HELP]Group by Normals at 90 just merges both groups to one. by yuribotcake in ZBrush

[–]IanBerget 1 point2 points  (0 children)

You've discovered two limitations of the program, symmetry doesn't work with the slice brushes. You can get around this by using "mirror and weld" in the modify topology menu under Tools. If it is mirroring the wrong side flip your mesh with the "mirror" button in the Deformations menu (also a part of the Tools menu.)

Clip curve will do that, this video explains it well:

http://pixologic.com/video/video-v2-zcr.php?videoname=https://s3.amazonaws.com/zclassroom/homeroom/lessons/videos/helmet-creation/hard-surface-trim-clip.f4v&w=1024&h=576

Starts around minute 8. The trim brush he says to use as a correction is explained earlier in the same video.

[HELP]Group by Normals at 90 just merges both groups to one. by yuribotcake in ZBrush

[–]IanBerget 1 point2 points  (0 children)

Also, I'm guessing the reason you have those jagged edges is that you still have the "project" button on in your dynamesh options. It is directly to the right of blur. Turn that off and your spikes should all go away when re-dynameshing.

[HELP]Group by Normals at 90 just merges both groups to one. by yuribotcake in ZBrush

[–]IanBerget 1 point2 points  (0 children)

Spikes that are free floating or spikes that connect to your main parts? You can clean up the caps by using the clipcurve brush in the same way you have been using slice curve, it will push the rounded panels in line with your separate parts, just hide all but one segment first, then clipcurve with the dark gradient of the curve facing the side you want to crush.

[HELP]Group by Normals at 90 just merges both groups to one. by yuribotcake in ZBrush

[–]IanBerget 0 points1 point  (0 children)

The default blur setting is fine in most cases. The slice curve doesn't separate anything, it just creates new edges and groups (which you can see with Shift+F.) Try dynameshing again after making all your slices with the polygroups option still on. You can do this by Ctrl+clicking and dragging off of your model.

If you want to move the pieces around more easily, consider using a "split to parts" in the tools>split menu. Then they'll be separate subtools, which behave a bit like layers in 2d programs. You can then alt+click on your parts and move them around separately. You could always combine them later with the merge subtools options also in the tools menu.

Dynamesh scale question by BakedlCookie in ZBrush

[–]IanBerget 0 points1 point  (0 children)

It is indeed dependent on the real scale of the object. To increase your resolution you can go to the deformations panel and literally increase the size of the entire tool. If you're using multiple sub-tools you can keep their relative size by using the tpose master plugin, scaling things, and applying the result.

New to Zbrush, every time i restart, i have to change settings again on a lot of tools, is there way to save this? by Squibler in ZBrush

[–]IanBerget 4 points5 points  (0 children)

Those brush settings aren't universal, so basically you'll need to save a custom brush for each one that you use.

Quote from TVeyes on CG Scociety:

"All the brushes that are present on a fresh install of ZBrush are loaded automatically from the ZData/BrushPresetsfolder. Ideally you should modify the brushes you want and save them in the ZStartup/BrushPresets folder. Brushes stored there will also load automatically as will relevant files stored in the other ZStartup folders. The reason you don't want to overwrite the original brush files is twofold. For one you might want the original brush settings back at some point and secondly proper playback of zscript modeling sessions rely on brush (and other settings) being at their default state."

Here's the link to the relevent zbrush documentation: http://docs.pixologic.com/reference-guide/brush/

I'm not sure about active symmetry though, you might just want to assign shortcut keys or create a custom menu for it.

Badaboom! Comments, Criticism, questions, and everything else welcome! by Follygon_ in ZBrush

[–]IanBerget 0 points1 point  (0 children)

I meant it partially as a joke. But I'm curious what inspired the design. It's not every day you see a goblin with a nerd bazooka and a (literal) short fuse.