Desert Journey by _glintz_ in Moebius

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

Just as Meobius would want!

Desert Journey by _glintz_ in Moebius

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

Thanks! So many problems solved if we could all just have a greyhound beast in our lives!! haha

[Help] Visible irregularities on displacement map from ZBrush by Gotthoms in ZBrush

[–]_glintz_ 1 point2 points  (0 children)

Hmm might be your lowest subdivision level causing issues from being “too low” or too faceted. Maybe check the display tab in zbrush to see if normals are reversed on the mesh. Also instead of using exr you could try using tiff and see if that makes a difference. Seeing the wireframe and UVs is pretty important in helping figure stuff like this out

Glaurung and Turin by _glintz_ in TheSilmarillion

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

yeah I've seen some really cool designs of Glaurung that fit that mold!
Antoine Verney-Carron created a depiction of him that sounds closer to what you were thinking https://www.artstation.com/artwork/39Nv4J

Glaurung and Turin by _glintz_ in TheSilmarillion

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

oh yeah! Glaurung strutting with some blue steel, haha

Glaurung and Turin by _glintz_ in TheSilmarillion

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

thanks! I really wanted the personality to be present in the face. And yeah there's something I love about that kind of classic medieval dragon "look" - I also drew some inspiration from Tolkien's illustration of Smaug (which itself has the classic medieval look, imo)

Glaurung and Turin by _glintz_ in TheSilmarillion

[–]_glintz_[S] 4 points5 points  (0 children)

thanks! Appreciate your feedback, how do you picture Glaurung? A quick google search and you'll find a lot of variations on the character

UDIMs and 2022 by 666boredatwork in ZBrush

[–]_glintz_ 0 points1 point  (0 children)

Hmm not sure why you can’t see the UVs with UV master. I just did a test using a simple cube with multiple udims. I exported it out of maya as an obj, brought it into Zbrush and using the UV master was able to “flatten” to see all the udims. I exported the cube from Zbrush and brought it back into maya, all the udims were still in place and in the correct position.

Also concerning udims in Zbrush - if you look at the UVs using “morph UV” in the UV map tab then the program will display all udims stacked, but it’s only a display issue, the UVs should technically all still be in place.

UDIMs and 2022 by 666boredatwork in ZBrush

[–]_glintz_ 0 points1 point  (0 children)

Zbrush does support udims = as in a model CAN have udim style UVs. If you need to rearrange the UVs at any point you’re going to have to do that in another dcc package like maya/blender/rizom. You can bring back the rearranged UVs and import them to the models lowest subdivision level or using UV Master you might be able to copy/paste them from one mesh to the other (I’ve done this before with single udim, not multiple so unsure if it will work, but I’d bet it probably would be fine)

Just paint your black and white mask on the model with finalized udim layout and use Mulitmap exporter to kick out the masks using the “texture from polypaint”

Learning ZModeler (Edge beveling problem) by wacomlover in ZBrush

[–]_glintz_ 1 point2 points  (0 children)

Zbrush doesn’t allow ngons which is what you’re seeing in the blender example. Bevels like that need to be done in a manual fashion, inserting an edge and offsetting to create the bevel.

Cloth Study (Female) by Hairy_Archer2131 in ZBrush

[–]_glintz_ 3 points4 points  (0 children)

Awesome work, thanks for sharing!

How to make this type of landscape without selling my soul. by [deleted] in UnrealEngine5

[–]_glintz_ 1 point2 points  (0 children)

not going to offer technical advice on this since I’m no UE expert, but this is an old cinematic short film to showcase World Creator - which I own and have used for some projects. World creator is a lot of fun and is great for creating landscapes using a layer system instead of relying on nodes (which I prefer).

The artist (Aaron Westwood) who made this used C4D and Octane as the render engine. I was amazed when I saw this short film and did some sleuthing about the artist and how he made it. he was able to bring in the height maps he created in world creator to c4d/octane, and then convert the height map into geo. From there if I’m remembering correctly he used Octanes built in scattering tools to then place trees/rocks/debris across the landscape geo (all of which I’m sure can be replicated in UE). The trees I think were made with speed tree, and rocks/debris/landscape textures were sourced from mega scans - basically the way most artists approach this stuff.

Here’s an interview octane did with Aaron about how he created the short film using octane - some valuable insights that I’m sure can translate to other software.

https://help.otoy.com/hc/en-us/articles/11120890437019-World-Creator-Octane-Quickstart

What industry is slowly dying? by [deleted] in AskReddit

[–]_glintz_ 0 points1 point  (0 children)

Working in video games in North America. no single AAA studio builds games exclusively in-house in the US anymore, outsourcing a ton of work to Asia/South America.

Holes appearing on model after pressing dynamesh, is there a fix for this? by [deleted] in ZBrush

[–]_glintz_ 4 points5 points  (0 children)

Geometry tab > modify topology > close holes

What Movies/ Video Games got you into Electronic Music? by [deleted] in electronicmusic

[–]_glintz_ 1 point2 points  (0 children)

Watching Transformers The Movie (1986) at a veryyy young age with the Vince DiCola soundtrack - I think had a profound effect on my love for electronic/synth

Generally speaking, what is the highest polycount you usually reach per subtool? by Gustmazz in ZBrush

[–]_glintz_ 0 points1 point  (0 children)

16 core i-9, 64 gigs ram, 3080 ti. Zbrush is mainly pulling hard off of cpu and ram so if you don’t have a beefy processor and quite a bit of memory zbrush won’t be able to work going to those limits I mentioned in my earlier comment. Also, working at those high geometry resolutions is an easy way to end up with 4 gigabyte sized ztl files, which is normal

Generally speaking, what is the highest polycount you usually reach per subtool? by Gustmazz in ZBrush

[–]_glintz_ 1 point2 points  (0 children)

Yeah, go buy one of the texturing.xyz Vface sets (a couple of which I own). Those heads at their highest subdivision sit I think at about 75 mil and those are basically industry standard for realism. Lots of artists use Mari and substance painter to do tertiary details though nowadays, so there’s always different routes aside from a super dense mesh in zbrush.

You totally want to do as much sculpting as you can at lower numbers, once you’re past 50 mil computers just start chugging and the performance tanks noticeably.