You could use ZModeler's Mask by Edge, mask the edges you want to move, invert the mask, and Move by Edge Complete. Alternatively after masking/invert, you could switch to the Gizmo and Go To Unmasked Center to move the selection easier in the viewport.
Got all the basic materials blocked in. No texturing or masking yet just pure material and color more or less and the colors will shift a bit probably. Limiting myself to metals found in blood, Copper, Brass (combo of zinc and copper) and Iron. Leathers and basic wool/cotton for fabrics. Also for future me, nice way to fix…
I'd use an opaque material with an inverted fresnel effect for the glow, you could use a mask on top of it to add in wires, overlaps, and wrinkles on top of it.
Sounds like you'd want to just mask by cavity. Open the Tool > Masking palette and play with the masking options, so the cracks get masked off and you can just paint without painting the masked cracks.
Would this be possible? Id like to have two layers in Photoshop,each with their own color information along with a mask. What id like to know is if there is a way to link the 2 masks. So for instance if i use the smudge tool or paint on the mask on the top layer,the mask on the layer below will also be affected.
well i was just watching the tutorials on Zbrush and I got to the tutorial where they teach you masking and I cant seem to mask with alphas. Every time that I try and mask with an alpha, dragrect and a standard brush it changes to no alpha, freehanhand maskpen. I am pressing ctrl to mask and not sure what to do.
Unfortunately, the brush auto masking option that normally would prevent backfaces being affected doesn't work on any of the masking tools. Try masking everything but the area you want to mask, then invert it? Sometimes it's easier to do it that way. Alternately, hide everything you don't want to mask, then mask the…
Day 1 Sculpted the mask using one of the simple heads that come with zbrush as a base, and then retopologized/subdivided/UV'd the mask, and so far I've only blocked out some of the colors and focused on making decent masks that I'll be using later on for all of the roughness and normals.