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.
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.
Thanks for the quick replies. The area circled in blue shouldn't be sculpt-able. It has to stay where it is, although everything outside of it can be sculpted. I need to use Masks on the rest of the model...so I'm worried that if I simply mask this area, as soon as I clear masks it will have to be masked again and again.…
Hello. Is there a way to partially smooth masked area in Zbrush? For example, if I have masked area in a form of triangle, can I somehow smooth only one cathetus/side of it?
3 Substance Painter Generators in one Pack Unlimited Dirt & Scratches Maker Advanced Gradient Map Mixer Unlimited Dirt & Scratches Maker: Make infinite scratch and dirt maps Advanced management for dirt mask Several predefined masks Combine multiple maps to produce a dirty map Complete management of how to combine input…
1) Create a folder 2) add a mask to it 3) in this mask select what you want to be affected by the smart masks 4) add a layer inside the folder and put your smart masks on it.