A couple of updates here based on the feedback. I reduced the sharpness. Also, it's quite subtle but I removed the dirt layer and added a ground dirt mask for the bottom part of the dumpster body. I also used an anchor to subtract the scratches from the decal and the dirt layers.
I'm trying to subtract the shape of some text from an object in max... so the text is in holes in the mesh... if that explanation makes sense. I have completely forgotten which modifier i can use to do that. Any help would be greatly appreciated. Cheers Jon
I never had a need to do it myself but my guess you can bake two displacement maps in Zbrush itself without exporting geometry, one with the layer and one without, then use "difference" blending mode in Photoshop or just subtract one texture from another
You can count backwards by subtracting the current loop number from the highest array index: PartB = #(1,2,3,4,5) for i=1 to PartB.count do ( print (PartB[PartB.count - i + 1]) ) So in your example it would probably look something like this: EDIT, see below!
When i extract the concave and convex from the curvature,this gave me some weird gradient and i want a nice sharp edge :) I use a "subtract 0.5" for extracting the convex and an "add 0.5 > 1-x" for the concave,is this right ? Maybe it's the texture compression ? The normal Baker ?
That was very useful indeed, TBH I didn't notice the transitions I'll have to pay closer attention to those kinds of details. As for the edge damage, I added a generator with a subtract to make it less uniform. I guess I didn't crank the values high enough. Thanks!
Great stuff! I feel like the textures are subtracting from the overall piece though. Take a second look at the lamp post, Stop sign and the overhead fabric? Not sure what thats called :) Getting amore solid texture on those will help this piece improve a it!~ Keep up the work!
Could be a few things. You're boolean option is set to Intersection, instead of Subtract. You may need to reset x-forms on both objects before creating the boolean object. In either case you're probably better off just using a symmetry modifier to create the second half.
thanks farfarer, do you think it's something that could be scriptable? Create a "Group #x" X and Y coordinates for the bounding box of the group itself, then take subtract the difference of each inner islands real x,y or is that crazy? Gonna look up some example scripts now...
I'm going to scotland tomorrow as well... apparently its going to be COLD. Which leads me full circle to no-pants. I've tried - lord knows I have - but I'm damned if my legs just do not get too cold. Not for me, the subtractive leg clothing lifestyle.