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Cerbera

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Everything posted by Cerbera

  1. Oh yeah, that's a major bummer for spaceship fans everywhere, and a good few others besides I imagine. Wonder why he didn't just limit it to 1024 x 1024 for free, and charge a small fee for higher res ? People would have paid that I reckon... I probably would have done... CBR
  2. It is a new mode of the Brush tool introduced in (I wanna say) 2023.1.2. It operates exactly like the smooth mode of the brush we all know and (sometimes) love, but does so without losing any integrity of the surface and shrinking it down, which makes it very very useful. CBR
  3. HB Modelling bundle MakeQuads, or as I did it with manual knifing and Brush Relax ! Takes 3 secs... CBR
  4. OK, well the end of a pencil is not actually a point, which very much helps us here, because we can just bevel the point you have to turn it into a flat disc you can angle rakishly, or leave straight as I have done here, and patch to quads... Then we just need perimeter control loops to isolate that from the nib loops to avoid the distortion there. As you can see it still looks like a point at the wider scale... Check for red lines shown up by Mesh Checker in your version. There are a couple of edge points around the place. CBR
  5. Still doesn't show wider context. I need the file. CBR
  6. Need to see the wider context of the mesh. From the screenshots that is too many edges conflate on a corner. CBR
  7. Yes, we sort of have to remember that these trade shows are a bit optimised for newer users, and apart from Chris Schmidt's, which are always ultra info-packed and informative, I tend to wait until the recordings of the others to see if there are other presenters to learn from as an advanced user. Sometimes there are, and this year there is no shortage of useful intros to the areas I don't get around to so much ! Also nice to see breakdowns of some more advanced files people have worked on... CBR
  8. Oh, well done - that certainly wins my award for most awful tesselation of the year 🙂 I'm sure Rhino can do better than that if it tries ! Even the almighty Z-ReMesher is going to struggle with that. I haven't looked at HP's plan for rescuing it, but mine begins with deleting the thickness polys leaving a flat layer, doing UQ to select the outline of that, and extracting a spline (edge to spline) from it, which is then going under an Extrude, where, TBH I am probably going to stick with the ngon option - the surface is entirely flat, so as long as it produces a renderable surface - the triangulation going on behind the scenes is still likely to be moderately better than what Rhino did (let's face it - it couldn't be worse!) and if we don't have to look at ngon lines, then they need not worry us ! However if we do care about nice(r) topology, then the delaunay options in the extrude caps can work for us if we set the source spline to be uniform and a low point value such as 1, and choose Quad-dominant and suitable density... CBR
  9. Well, we already have that functionality to a degree, insofar as most functions have a 'New Transform' button that will apply the same settings as last time again, once a tool is recalled. Commander also remembers the last used command, so if called again will normally be at top of list. We also used to have a 'last used tool' icon, which would be at the top of the interface, but I think that has gone now since the new interface in R25, presumably because their aggregated stats showed them people weren't using it... CBR
  10. Here we go - first pass - still not happy with corners, but basically it's probably this sort of thing... This seemed like the ultimate candidate for edge weighting, so did the creases with that. SDS L4. I think we can improve on this though, so will try again tonight. CBR
  11. Send me that model, and I will retopo it beautifully for you. CBR
  12. Yes. Then if your computer dies while rendering you don't lose everything already rendered and can resume last frame. CBR
  13. Surprisingly well I would have to say, specifically Advanced Mode... It is different to and better than any method we have previously had for coping with the tricky ones. I can still find occasional meshes that fox it, but it's a lot harder than it used to be. CBR
  14. I concur - it can't cope with that. I have reported it as a bug, and hope it doesn't come back as a limitation. Agree it would be very useful if it worked as you expect ! CBR
  15. I will investigate this once I have got though all my modelling work today ! CBR
  16. That's a very good question ! You can' certainly turn hair into geo, but have never tried it with feathers ! Will do if I get a second later... CBR
  17. Yep. Still a way to go there 'til we achieve completeness / parity with more advanced features there, but it has got better. CBR
  18. We got a Thicken tool guys ! Advanced mode is a wonder to behold... And updated Symmetry ! As usual Chris Schmidt has got us covered... but all thanks to Maxon modelling devs especially - lovely job there. Very nice to finally have a shell tool better than everyone else's, and to be able to have a better alternative to Cloth Surface 🙂 CBR
  19. It will not 😉 But you can assign a video to a material, which you can apply to a plane, and have that play back with the timeline. This also has the advantage of working in perspective view, and can be easily offset behind your models. CBR
  20. You could also not use Xpresso at all, and, re-rig it for IK, just keyframe the rotation of the first joint, and then leave the rest of it to joint dynamics, which do a very reasonable job of providing decent wing animation without any maths... CBR
  21. I thought death / grim reaper rode a horse ?! One called Binky, specifically, if Terry Pratchett is to be believed ! Anyway, what you want is very easy to achieve. Dump the whole rig / mesh in a null and add a vibrate tag to it, then set it to give a gentle up-down pulse which will be 90% of the effect you are looking for, and leaves you free to add specific (rigged) motion to the skeleton independent of the floating. CBR
  22. Oh yes we can, but can't ZRM do something extra with polygroups or something over in ZBrush ? CBR
  23. Are you using the poly reduction generator or the legacy deformer ? If it's the former you should be able to instance the generator then scatter that, and if it's the latter you should be able to scatter the object (and its child deformer) directly. It will take a while to update if there are lots of instances. CBR
  24. Ah yes, I meant specifically in Cinema, where we don't yet have ZBrush's epic control over it... CBR
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