I find myself agreeing with Catzcratch, Robeomega, and Spiffy here, actually. Occasionally I like Substance Designer over Quixel, and if I need to projection-paint a mask or something I'll usually do it in Blender.
as a huge Majora's Mask - enthusiast myself. I saw the pictures before I read the text and is was like: "hold on.. that looks familiar?" so I guess that's a good thing! very much looking forward to the textures
Oh, OK, that's VERY awkward indeed. I tried some testing right now, alongside Transpose Master, Masking, etc and it all works fine. Final suggestion would be the ZB Help forums maybe?
Hi guys today I modeled a base for a mask in sculpt January challenge, I kinda like it and I think it can be a nice model for rendering. As always pls tell me your ideas and critiques.
lookin good. One thing I might do to add some visual fidelity to your texture is mask random bricks and use the hue saturation tool to shift the colors a little bit left and right :)
You could perhaps use a single uv set, but just tile the mask less than the main wall texture. There's some older info on the UDK wiki about this, for terrains but could be adapted for any mesh.
just put a plane ontop of his hand and start edgeextruding arround his arm. use shell modifier. or you could use zbrush and extract a piece of the arm and make masks for the wraps one by one.
I'm learning Zbrush as we speak. Would you mind explaining how you created a pattern around your pillar so perfectly, seems like it would be a nightmare trying to place them on with masks?
@ nick 2730.. you can do that by just creating a decal.. a flat plane of geometry w/ a set opacity mask..in his case, rust.. so you can place it and blend it pretty much anywhere..
Will definitely be polypainting it as part of the texturing process, they went over it a bit in the lecture specific for dinosaurs and showed us some interesting stuff with cavity masks etc, makes getting a detailed texture pretty easy :P