The Zbrush way to do that would be to define your extruded shapes with the mask tool, then create polygroups from this mask and from there you have a tool that modifies the topology to make it follow the curves nicely. I don't remember the precise process, though.
cant test atm since im not on a comp with PS, but how does it handle layer masks on a smart layer? could i have the content of the layer comefrom seprate file, and have a layer mask put on it, from my main psd
I tried to paint some masks today and I've got the same issue. No idea where I'm actually painting on haha. Refreshing the mask after every stroke isn't fun, I'm using ddo with marmoset link. Please help!
I'm pretty sure you can mask the points you want to hide....although I think the hot key for creating a new point and clearing the mask is the same...something like that..its been awhile since I did this in zbrush
Both of these software seems to have a decent set of features for aligning objects together and placing objects on other objects. But what are both similarities and differences between them ? I dont use aligning too much so I recently went in more depth and test some out and I was not little surprised to see Maya can not…
Dear guys ! I want to know, how i can make realistic lingerie in Zbrush? I try to use micro mesh and it works, but what, if i want to have variations in the lingerie? Like this lingerie here. https://pbs.twimg.com/media/BTTXFgGCUAAZrvK.jpg should i work with polygroups and then mask then and group masked and then hide them…
Is it possible to force the mask to use a separate UV set? So your main UVs would be scaled outside of 0-1 (tiling), but UV set 2 would be restricted to 0-1 (mask). Good luck and nice textures btw.
Go the layer you want to edit in PS, do some hand painting in the mask, and then go to copy mask to all layers from the dDo dropdown. You'll lose your changes if you create a new dynamask though, so be careful.
In your case, there's a lot of unique colors. They're not grouped by similar values. You'll need to treat each color as a mask in Photoshop, which means you'll want a solid selection of one color for each area you intend to mask off.
than i would do a sculpt layer... and use the mask brush to get the original back... or import the subdivided original plane as layer and mask the areas out i dont want to be affected... or do the snappng in maya and import that back as layer...