Have you tried subtractive sketching? Drawind some black random figures and then starting scrub things off , coming to the creation of figures? Dont overpush yourself to find something trully original, there are some cliches everybody follows
i basically used a spherized cube then made into a pill shape. then change the topo to a diamond shape to get the hole pattern right. after a bit of cleaning it up. I then nanomesh insert a cylinder by faces, then dymesh it out but subtracting.
Hey, My problem is cutting out geometry from an object. I searched for an modifier, which does that, but I couldn´t find one. So yeah^^ I´m sure about 90% in here can help me.
Here's another way to place an object on the grid, relative to a point. Using the Python Console view, type this and hit Enter: C.object.location -= C.scene.cursor.location # Subtract the cursor location from the object location. (This is for 2.80+. If you're on 2.79 then instead of 'cursor.location', use…
So this is a weird bug or error I'm getting I can't right click on anything I add or subtract to the level or any of my static meshes. If I right click on empty space though the menu comes up. Anyone know whats going on here
Yeah the cieling is made of multiple brushes. But the subtraction brushes dont overlap or anything. Could this have been made using one brush? Using the slicing tool to edit verticies? Would that have been the way to go here? I'm not postitive but I thought I remembered reading that you cant make concave brushes. Although…
A light vector is calculated by subtracting the object's position from the light's position. In order for the vector to be correct, both the light position value and the object position value must be in the same space (object space, world space, camera space etc.) So you'll probably need to transform one of the vectors…
generate a random 2d vector and subtract it from the final position. multiplying that value by a float will set how far these random offsets can take the building relative to the original location. but. im not a blueprints manual man, use your brain please :)
This is much easier to do in R8 using live booleans. But you can still do it using the older method. you need to set the correct axis in radial symmetry before you do the imm subtract operation. Y is up in ZB.
Depending on how exactly you booleaned it, the subtracting meshes probably weren't perfectly aligned to that edge, creating an ultra thin strip of polygons. Doing a global weld of a low threshold after your boolean may solve little issues like that.