ok...I have never used the the previous unreal engine(havent been in the 3d field very long. I'm only 18 but from what I can tell by looking at this photo, and watching some kids play unreal tournament at my school, all it has to offer is benefits. When I first started to learn UDK, subtractive brushes were fading away.…
I have a strange feeling that the answer to this will be a complicated shader tree that involves the use of the multiply/divide and addition/subtraction nodes.
I started studying Zbrush a couple months ago, you can see that Iam still a newbie hahahaha. Iam trying to sculpt a human skull to learn more and get better!! But, Iam trying to do some sort of subtract which is not working, and I don't know how to solve it!! To sculpt the cheekbones of my skull I need to make a hole in…
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…
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…
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…