An easy solution is to plug a blur filter followed by a levels filiter into your mask. The blur gives you a bit of a gradient, and the levels lets you control how sharp it is and where it occurs.
I think the concrete looks really blobby,there dont seem to be many sharp edges on the model. As for the tecture,it looks too grainy and could use a little more variation in surface detail.
Alright then, thanks guys. I'll try those values out Jacky and see if it doesn't look better. Is there any other way to have sharp dynamic shadows without using cascade?
your rocks are very smooth compared to the concepts. The concept has a lot jagged edges and sharp rocks sticking out of the structure, looking really good so far though :D
Reverse gravity of course! I'll try that. Where did you get Silva's extra sharp falloff brush ? Thanks! EDIT: How do you change the angle of the Brush in zbrush?
I adore the mask design! The second staff is my favorite because all of the blood moon designs are somewhat menacing and sharp looking, so those spokes really match the theme.
nice modeling Yaron. one thing that seem a bit off are some of the sharp edges. i could be wrong but it almost looks like you used hard edges. if so, why ?