So in 3DSMax, you can highlight separate areas of a mesh and assign a different material ID to them, so that in Unreal, I can color them differently. In ZBrush, I imported a cylinder that I want to use as a floor. I sculpted some designs into one of the large round faces (the floor section), and I want to assign what I sculpted a different material ID so that I can make them a different material in Unreal, sort of a reflective gold, while the rest is white. Is there a way to set this up in ZBrush? Thanks!
select any brush, turn off sculpting buttons (zadd zsub) and turn on M filter, then paint the desired areas.
For cleener result i’d sugest to mask the desired areas first and edgeloop them (“edgeloop masked border” in tools>geometry>edgeloop), then isolate them (ctrl+shift+click) and fill (fillobject button in color menu)
make sure material/color is checked, there is other option all so
So painting an object a different color in ZBrush assigns a separate material ID for when I bring it into Unreal Engine 4? I don’t really want the object to retain any color from ZBrush. Only the separate materials.