A quick update on the Hibashi. Just started with the coloring. No work on the masks yet. Lucky for me that Brewmaster is alpha enabled, had not checked that before i started :) Might have to bind it to his spine instead of the mug which i tried this time.
You can add another layer to your landscape and only use it in the foreground. Also you could separate your landscape into near and far. Adding dirt the cavities or blending the edge with a mask would help with the train rocks I think.
I dunnno why its not working but I just apply a clown paint to the high es model and expot it out with polypaint for baking. The impottant thing is good ivs on the lower res model that gives quixel a chance to use the colors as masks.
...for the more experienced folks here: Per rendered frame, is it better for the engine to call fewer but larger textures or smaller textures but more of 'em...The smaller textures would lay out and blend etc. with masks an extra uv channel or something? pf
Yeah it does look close to the concept but I still dont feel there is any gravity affecting it. try masking the flesh just under the big wrinkle and with the move brush move it down just a tad so it looks more like it is hanging there.
Really loving the dialogue! I actually lolled when she had that Lincoln mask on! I really have never been so excited for a game! I could spend ages just in that shop, it's so beautiful! and that noise at the end is terrifying!
Personally I would retopologise the head and model a mouth bag where the lips intersect, then bring it back into ZB and project all, that way you're not destroying the sculpt. The mouth would look open but you could close it easily with topological masking.
Does anyone know where I can download the original offline documentation of Zbrush that explains the basic features of ZBrush like Masking,transpose,topology e.t.c?Most of the pdfs available focuses on the new features of Zbrush 4r2,4 and 3.5. Thanks.
Have you tried to uncheck 'average normals'? I had to bake a similar door recently and I had to manually combine a bake with and without average normals. You can do this by painting a mask or with this plugin: https://share.allegorithmic.com/libraries/2310
Hey you've got some serious tiling issues with those ground textures, you can mask between two different sized textures in order to break them up! I might also suggest fading into a larger texture at a distance.