you can do this, then under the masking tab >mask by intensity after you've masked it you can use the deformation>inflat or scale OR extract the mask as a separate subtool(subtool pallette>extract, watch your thickness and smoothness settings) good luck
Brush > Auto Masking > Backface Masking This mode is PER brush, so you will have to toggle it on with each different brush you select. In certain tight areas backface masking won't work so well, in which case isolating or masking will do the trick.
If I use 3ds max,.. So max doesn't use splat maps, no way for that I need to use composite texture and plug mask for each separate layer? Is it a better way than composite tex to do it in .max?
Hey everyone! It's been a while, but I finally finished up the Adesola mask project I've been working on. Feels good to have it all wrapped up! The process of designing the mask and experimenting with XGen and UE5 was an absolute blast, and I cannot wait for you all to see the crazy possibilities that can be explored in…
hmm, at first i thought it had something to do with masks. since there is actual a mask texture(As alternative to the normal), it might be to define which areas are shown from the mask texture?