I’ve added some MEL scripts I wrote. You’ll find them in the menu above.
I’ve finished the base mesh for the head and attached the ear. I can see a lot wrong with this: sunken cheeks, flatness around the eye-sockets, no forehead, ears sticking out, and general pointy areas where the mesh was mirrored, etc. but the main goal of this exercise was to create the foundation with a good topology on which I can build upon in zBrush.
Right, now to learn zBrush. The next post may by a while
I thought I’d have a crack at learning zBrush and see what the fuss is all about. I’m going to start by creating a head base mesh in Maya and bring it into zBrush and see what mess I can create
I started by creating a low resolution ear mesh in Maya and smoothed it out to see what it looks like. Not all anatomical details are present. I will be studying some anatomy before attempting to sculpt them in zBrush. Ears are very complex things to model. It took a while to figure out.
Here’s the original and smoothed images:
Virtual Reality has always been a bit of a gimmick, but this could change with the introduction of the Oculus Rift.
Imagine sitting in the cockpit of your spaceship and being able to look around at the environment just by moving your head. If this turns out be any good, the immersion levels are going to sky rocket.
A user pointed out a bug where you cannot start a number with a decimal point i.e. .56
I’ve submitted an update that fixes this, but it takes around 8 days for Apple to approve.
In the meantime, you can get around this by typing a leading zero i.e. 0.56
I’ve also updated the app name, which was not displayed correctly on the home screen.