It looks more stable and a bit faster. However its a little bit different compared to the old dDo. I'm missing the option to edit the masks in dynamask by tangents space map and height map. Is it somehow possible to add those?
I was wondering - if you do a low poly, do you bake down your procedural materials since Modo now supports PBR? or do you bake just normals, masks and then do the rest in PS/wherever?
Every Quixel Suite project has AFAIK a group where you can put custom layers,but creating a layer and not putting it in those groups (called custom masks or something) can lead to some crazy mess in DDO.
Another option to counteract obvious repetition is to blend a macro mask with your roughness channel for more subtle surface variation across larger areas. For instance those subtle brighter cracks near the car door could be just that.
I would revisit your metal masks ... it should generally be black or what. You're almost mirroring what's in your roughness channel in a lot of places which is not going to give you what you're looking for in most cases.
The thing I always find funny, is how the cowl always requires black makeup, around the eyes. So I guess batman always stops, to throw some makeup on? And it magically disappears, when the mask is taken off.
I think he means within DDO. As far as i know there is no way to do exactly this. The closest thing you have is importing your own masks and placing them around in dynamask editor, but they need to be black/white.
What kind of material is applied to the hair? Does it have an opacity map? If so, it looks like the dead space is bleeding into the live area of the mask. You probably need to increase the edge padding around your hair image.
Im only referring to setting up shaders in modo to texture a bit for me. Mostly using cubicmapped textured mixed with occlusionshaders as masking etc to get decent grime in creases etc. Also mixing in some generated weightmaps :)
Mouth and nose are in the right position. The eyes are a little bit higher but to me it looks better. I changed the mask, too. It is wider but not as big as the original. Because if I'll do it like this it seems too big in contrast to her head.