Managed to get it working pretty well, it seems the best way to use this workflow is to group all tools via their purpose. So everything that's subtractive must be one group and everything to add must be another. So this time I deleted the lower sub div levels and grouped all the subtractive components together, the result…
I kinda lik it like that . If I would add "flames" around the helm , I would subtract focus from his eyes IMO. I will go for a set with a more standard feel. thank you
Get the centre position of the island, (U1, V1). Get the position you want to move it to (U2, V2). Subtract the former from the latter (U1 - U2, V1 - V2). Move island by those new amounts.
Subtract the object world position rather than one minus and add. Don't know how object radius is calculated. Remember that UDK uses some gamma correction processing which will delinearise your gradients.
nice, i've done something similar as a mod in max, one additional feature you can add is the option to replace/add/subtract from the current selection (also an invert the selection can be sometimes useful).
Hello everyone! I created an extensive brush pack for Zbrush and other sculpting applications for creating realistic looking terrains. You can get the Brush Pack on Gumroad https://gum.co/URzUY Here are two examples of terrains created in under 5 minutes There are three types of brushes: Peaks which will add to the terrain…
Hey that's pretty cool. Not needed for this project but maybe later, how would I go about adding different Blend Modes, for example an Overlay or a Darken or a Subtract? I guess I'd write a Custom Code node?
ROFL - made me spit tea on my keyboard. :D +1 for Booleanss - of if you're a real pro, trace animal shapes in splines from photos of animal cookie-cutters, extrude and subtract to get Zooleans. :D
Very nice model, was the model dynameshed by subtracting and adding shapes or did you sculpt and refine the surfaces? Also, slightly off-topic but I love the background could you share how you made it? :P
hey guys, if i try to offset the uvs by 1 using the uv-vertex input field (nomalized turned on) by adding 1 to the value and then offset them back by subtracting 1 they don't match 100% anymore. this is what i do step by step: create a sphere > do some quick uvs > duplicate the object > merge objects. now i've got 2…