If you have two subtools overlapping one another is there a way to make one apply a mask at the areas where they intersect? Sort of like a boolean operation but instead of subtracting/adding geometry it subtracts/adds masks. A way to transfer masks between two objects with similar shapes would be useful too.
I modeled the red versions on the left using inset and chamfer in max, but I can't figure out how the blue one on the right made the deboss area without any apparent inset lines. Also, I found out that the blue one recession could have more rounded corners because they aren't limited by any inset lines.Outside of…
Thanks for those videos. I've tried the method of setting a subtool to subtractive, merging it into the other subtool and then dynameshing but it's appending it instead of removing it like in my original screenshots. I've done exactly as he does and once merged the cylinder is the white polygroup that it should be but it…
As a general rule, not just for faces, don't delete or subtract weighting. Select the bone you want to give weights to and add instead. When subtracting weights it divides up the weighting between all bones in the influence list. This can lead to unwanted results. Remember, just add weights.
Not sure if this would matter, but when you build the lightmassimportance volume are you on CSG 'Add' or 'Subtract'? Because if you are on subtract, it may do the inverse of what you want. I would make sure you are on CSG ADD when you build the lightmass importance volume, then try re-baking.
I'm using the catmul-clark subDs yes, but the zbrush workflow is building a bunch of boolean objects in modo, addition and subtraction. Converting my mesh to dynamesh in Zbrush and start subtracting and adding pieces. It lets you add holes and cut shapes a lot easier than having to model it all as once piece.
I would recommend not using subtraction brushes and just build all with additive. It allows for you to quickly change something if its not working out because you don't have to worry about moving two brushes. Also ive seen Max and Maya do strange things with subtraction brushes when importing in level blockouts.
Thanks for the tutorial Swizzle. I made a quick landscape and am trying to paint the materials on it, but after I apply one material to one part it won't let me subtract or paint another material over it. Isn't Control+Shift+Left Mouse how you subtract? EDIT: Figured it out... The brush strength was defaulted at 0 for some…
Thanks guys! SirCalalot is correct that ProBoolean is much cleaner for creating subtractions. I would like to add to that, to keep your geometry super clean, keep it on the grid! If you look at my subtraction mesh and my base mesh, you will notice that the topology is already very similar. That means that it is minimal…
They both use BSP, Source uses additive BSP, Unreal3 currently support both additive and subtractive BSP. Unreal2004 was subtractive only. From what I remember most of the Unreal3 documentation suggests using additive. Although, as far as I know, most people don't use BSP much anymore for anything other than the initial…