Pantsyuu

Oh herro prease
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Artist
  • Canada
  • Deviant for 16 years
  • He / Him
Badges
Super Llama: Llamas are awesome! (13)
My Bio
Current Residence: Canada
Favourite genre of music: Punk, House, Orchestra
Favourite style of art: 3d
Operating System: Mac
MP3 player of choice: Ipod obvii
Shell of choice: turtle?
Wallpaper of choice: simple graphics
Skin of choice: mine?
Personal Quote: "oh herro prease"

Favourite Visual Artist
probably someone in my favourites : )
Tools of the Trade
wacom intuos 3<3
Other Interests
video games, animation, film

blog/tumblr

0 min read
I keep thinking about new projects I want to do, but I should really focus on finishing the buzillion projects I'm already working on... I swear I'm probably the most unorganized/lazy artist ever. Anyways, to improve my texturing/shading skills I've decided to do a model a day for a month... starting today. I'm going to be posting on a tumblr, which I have yet to make; I know lazy right. GAME ON!
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student reel 09

0 min read
my demo reel~ http://vimeo.com/7648353
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crashing.

0 min read
I dislike crashing very much... and by that I mean program crashes. Especially when I don't save my work. BUT I do enjoy crashing in my bed for some well deserved sleep. Good night! : )
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Profile Comments 28

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Thank you for the :+fav:
Thanks for the watch!
hey man its me again XD
I was wondering how do you assign maps which you created in zbrush into ure SSS skin shader in Maya for rendering?
I must say that my mesh is currently merged into one so the textures for the skin and clothes are all together.
hey dude, sorry for the late reply, there are a couple different ways to do it, one is the way max did it(the link i sent you) the second is to take your map and match the colors to the diff layers in the sss. since it is one mesh you just have to assign diff mats to the polys(groups).
hey man i need some help here >w<
I have like 20 over subtools in zbrush and the total of all subtools are about 21 million polys... now that I try to merged everything together my zbrush crashed due to the ridiculous amount of polygons I had even with a 24GB ram-w- so tell me... what should I do=w=

I did nothing like morph or such since I just import my file into zbrush and divide it into subtools and work with the details... its kinda weird that my mesh is actually 4million on the same amount of sub division when there are no subtools...
Hey dude, so no need to merge them together. Just bake the normal maps to the lowest sub-d and import and do a combine in maya; this way you can keep your uv's, no need to merge vertices either. Let me know if you want me to elaborate, should be pretty simple though.

Cheers,
Pans
hey~
thank you for the advice but I solved my previous problems already..though i HAD A NEW problem >w<..

Well I decided to redo my zbrush mesh after what happen..but if you can tell me a way to solve this then I am really grateful.

I had a mesh imported from maya and I had everything divided automatically in subtools making about 20 subtools in total which is such a headache to work on instead... then I notice that each subtool have to on the same division level in order to merge..
what I did was making all my subtools to the highest division and merged them up "while I am still working on my mesh's details"

Now I have a fully detailed mesh in zbrush...but I could not lower the division level since it was merged on division 4...
I can't make UVs even with UV master, or even poly paint it now.. even if its possible it will take a hell lot of time to process...

Now I am asking if its possible to have a merged division 4 mesh to be applied on my previous mesh where I can adjust its division level or not?
I currently have a low poly freshly imported from maya mesh and a detailed division level 4 mesh which is unable to adjust its division level.

sorry for the long reply please help me here >w<