Thanks mate
Can’t wait to see them!
Thanks so much!!!
Oh, may I give you a hand for such a fabulous offering??
clap clap clap clap clap clap
Really great brushes! Thanks so much, Bad King!
I saw a lot of amazing brush here and I tried to make my own insert and insert multi mesh brushes and every time I end up with the same problem…I create the base meshes in 3ds max and import them in zbrush as obj in a single file, then I position them on the z-axis so the meshes will point out or inward if I draw them on the mesh then I click the create multi mesh brush button. The result every time is an insert mesh that is not pointing perpendicular from the surface where I draw it but it’s always rotated random in the space or laying on a side…I tried to rotate the mesh on every coordinate and retry but the outcome is always the same…I really don’t know why at this point…I tried with the zbrush cylinder too and it seems that even if I rotate it in the space it is always rotate wrong when I draw it as an insert mesh…
Please help… :C
After:[ I create the base meshes in 3ds max and import them in zbrush as obj in a single file, then I position them on the z-axis so the meshes will point out or inward if I draw them on the mesh then I click the create multi mesh brush button ] try on the deformation palette the UNIFY button, it is necessary to have a tool centered with the right coordinates besides why obj and import ? Try GoZ directly. Hope this can help
Thanks I’ll try it^^
Cheers
For creating Inser Meshes you don´t need to adjust any axis. Zbrush grabs your mesh depending on your screen normals. So for example If want a Table InserMesh you have to press Create InserMesh from the Brush palette when you have the Top view of your Table. This way you will have it facing Normal to the surface when inserting.
If you want to create InsertMeshes with curve functions my recomendation is think about the same rule as before but also think the stroke is going to tile vertically. So for chains etc… You need to press insertMesh when having it Vertically tileable.
Hope this helps
Regards
F.
wouaouh and wouaouh again !
Thanks to everyone for your wonderfull brushes
Thank you… I appreciate all of your contributions.
Thank you... :+1:small_orange_diamond:+1:small_orange_diamond:+1:small_orange_diamond:+1:small_orange_diamond:+1:small_orange_diamond:+1:small_orange_diamond:+1:small_orange_diamond:+1:small_orange_diamond:+1:small_orange_diamond:+1:small_orange_diamond:+1:small_orange_diamond:+1: for the hans
Greetings, I’m trying to put together a multi-insert brush for building guitars. I don’t quite know what I’m doing. I’ve already created the guitar base( I made a custom mesh using topo) and a guitar neck same method. I’ve already saved both of the parts as brush presets, but I’m trying to put all the parts together under a single guitar multi-insert set. I tried to do the append but they are still separate parts, any help would be appreciated. I want to have a couple of other guitar bases, one with a cut-out and one for flying V, along with keys and maybe some knobs.
JUST FOUND OUT TRIM DYNAMIC DOES NOT WORK WITH X SYMMETRY
try it out you will find that it is off when trying to sculpt with TRIM DYNAMIC
Just mirror and weld.
If you want to have your guitar merged you have to create the guitar in one sigle subtool and in one polygroup. But maybe it could be a great idea to create an insert multimesh tripart. So you can create a guitar in a single tool but then split in three polygroups. One for each part; body, neck, head. Then you can create an InserMultiltimesh curve and Zbrush will create a tileable repetible part for the group in the middle. So the neck of the guitar can be as long as you want. Remember to set in Brush Modifiers the Weld Points and increase the Curve Res.
Hope this helps
Cheers
F.
Please Aurick, clean it up a bit
I would like to preload some matcap and IMM brushes while starting zbrush, how do I do that?
Google and forums search is giving me no clue.
Anyone can help?