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.
@superfranky If you're working with UE4 your best bet is to make a mask texture for where your material goes and multiply a scalar to control the roughness. You can add or subtract scratches from this if you want full control of how the roughness is used.
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
Not my wires, but a quick shot of someone elses. A sphere subtracted from a cylinder. You can see the edge strips it lays in pretty clearly. Those strips are also changeable at any time so you can tweak the size, the tightness, and other things.
Yeah thats what I was gonna suggest. By subtracting the vert position from the locator position, you get a vector. There should then be a length() function to determine the length of the vector. Loop that to find the shortest vector and that gives you the closest locator to the vert. Rinse and repeat.
Okay, okay. I fess up. The burden is too much! I don't use shift key anymore when adding or subtracting selections when using Photoshop lasso tool. It's easier to just click one of the modes buttons. There. I'm FREEE! :poly136:
Personally I wouldn't have picked a subject that is almost all hard-surface for your first crack at it, but it'll be a useful learning process for sure. I second rdmlegend's advice to do hard surface bits subtractively- much easier to keep 'em clean that way.
one way to improve this piece wold be breaking up the clean structure right now this is a perfect rock as all the sides and edges are unbroken. Rocks are often fracturing and and naught perfect. Zbrush is a great tool for doing this eg. live boolen, mallet brush, or subtractive dynamesh.
Give this a try, I've used it for Rock models to apply dirt at the bottom. Blend node at end is "Subtract". Histogram Scan is optional for more control over gradient. Cloud 2 plus other noises can be whatever you want to break up the linear gradient.
I was having the same issue and I found the correct solution from this video. Basically, append R&G together then multiply x2, subtract 1, then derive-z. Although the compression of BC7 is not as good as the Normal map compression, this still yields very nice results. https://www.youtube.com/watch?v=m5bP-xc6Sgs