yea... it looks like from the side the monkeys face wouldn't fit in that mask properly. Like the mask needs to be longer (around the mouth) to give space for his face.
Probably assigning the masked bits different polygroups, which assigns the geometry a random color. You can do that by going to the polygroup options and select "new from masked".
You might be able to put a fuller in but just don't have it go to the tip. Could just mask that area out in the high poly, blur the mask a bit and inset it.
you could try masking + polishing it out, or you could try projecting the original high res details back to that area by applying a soft mask selection and projecting
I tried masking the edges but then you get a hard edge at where the mask is =<. I'll try the mid value slider / grey though. Will let you know if this was the solution.
RJBonner makes a good point. You can quickly mask out the noisy details in your texture by using an Ambient Occlusion map as your mask and then adjusting the levels.
Same as Rayph. Masks, Layers and clipping mask are my common workflow and for now only photoshop can do the job. Thankfully Krita developers will work on that after this campaign.
Did you texture it in Substance Painter? The cause for this would usually be a Dirt Smart Mask (or similar). Switch to Triplanar within the mask, where the Texture drop down menu is.
Mainly, what I'm looking for is instructions on how to input a new custom material mask onto the new smart material, and then work into that mask further with more material layers.