Did a quick sketch using Stefan Morrels method of using mask by alpha in Zbrush to get a good base start on creating high polygon work. Baked out an AO and Normal Map in xNormal and then played a bit in Marmoset.
He wants the violet plane to xray the egg shape. So i guess it has to be dynamic and react if you move the plane ? Real time or precalculate ? That beeing said, i have no clue on how to do this. Some mask projected ?
I think something like this would typically be done with just a normal procedural greyscale image (created in something like allegorithmic mapzone) and then in code they use it as a mask going through th levels. Kinda like photoshop's threshold adjustment.
Strike a balance, yeah you need more tessellation than normal but consider using a black and white mask to modulate the vertex blending so you don't have to use as many verts. There's a super basic example in UDK at: Material'MaterialTemplates.PerfTricks.VertexColorModulateTransition'
Cover your whole face in tattoos, you can still go to work if you wear a ski-mask and huge 70´s sunglasses (the ones with brown glasses and golden frames, otherwise you get caught and fired for sure).
I believe it is set up correct, but maybe I am missing something. Under Renderable Cameras I have the alpha channel(mask) checkbox checked,32 Bit Framebuffer, and EXR format...Anything else I'm missing?
There's a 'make 3d' option in the alpha palettte...you can also try to mask it on some geometry and use the 'extract' thingy http://www.zbrushcentral.com/showthread.php?43513-Alpha-Make-3D-Minimal-Modeling http://www.pixologic.com/docs/index.php/Mesh_Extraction
A tip in case you don't know: you can export the flow mask from world machine and use that in your splat map. Can give some nice results compared to only using height/slope detection alone.
pull/flatten the cheek bones back a little (Black), mask out the rim of the eyes a little (Green) to hold the shape while adjusting the cheek. fill out here a little (Red), soften/smooth inwards here a little (Yellow)
yup, fortunately I don't use painter or designer. I do all my 3d texture painting in polypaint. I tried painting in substance and really hated it, was very sluggish and the result relies mainly on masks, layer filters etc