Halfway through lowpoly. But here is the final high poly shots. There will be two modes for the mouth area for people who enjoy either more ornamented and chainmailed masks or a version with only cloth mask for more clean preview. Totally up to the player choice :D
IM ALSO curious as to how I should get that highlight off the front of my mask, it's so bright and I don't know why it's happening. Here are the masks: sTextures are pretty shit... but it's hard when my uv unwrap is so bad lol
for the polypainting? a combination of ambient occlusion and inverted cavity masks for the darker/shader areas and as sharp as possible cavity mask for the highlights. for the base i used 3 different rock textures to get the colours/volcanic look. just use standard brush for the poly paint.
Awesome. Got it up and running with my model and textures, though the paint is not being applied for some reason. Been sidetracked with something else at the moment. Would it be possible to factor two tangentspace normalmaps into the shader? One for each color map, masked by the same mask as they are?
Using lightbox in zbrush to project/paint the various parts, then masking by paint intensity and lastly inflating with the mask. I did that on a lyer and then dialed things up or down until I got what Iiked. Edit: What the actual sculpt looks like in terms of detail:
ha yeah its a mix... i'm gonna try merging a block that i already merged using "protect outer" with a block that i merged with "protect Inner" and see if that works... if not i'll try the masking. Thanks for your help EDITE: Got it to working using the masking
Basically, yes. I would save the transparency of the text layer so that you could create a selection from it and use DynaMask's Paint Mask in Photoshop feature (the paint brush directly above Accept Mask) to add a material specifically to that area if you needed it. :smile:
Thanks wichenroder I have completely overlooked the masking function in WM, (bangs head off wall). This solves the issue just as you said I can just make a bigger terrain and create natural looking boundaries using masks. Cheers :thumbup: Pete
i'm not sure i understand #1. if you want to be able to sculpt the teeth and gums at the same time, they shouldn't be different subtools. you might want them to be different polygroups though. if its just a masking issue ctrl + shift + a removes the mask from a subtool.
Its just used to condense maps. Instead of having a seperate texture for an opacity map, you can store opacity information in the alpha channel of a different map. Or a spec mask, or a gloss map, pretty much any texture or mask that can be represented in gray scale...