You're working with text - you can add a layer mask in Photoshop and manually paint scratches in, or you can select the opacity of another scratched mask and use that selection as the layer mask of your text. :)
So after some searching, I found changing the blend mode to "Masked" and plugging the alpha into "Opacity Mask" seems to have fixed this. Is by you saying "opacity mask" meaning what I mentioned above?
Yea, maybe it's happening that Fibermesh converted to Polymesh3D and gaining other properties. Try the masking menu to get cut effect. Mask not needed area > inverse mask > hide unmasked > delete hidden. Good luck!
You can mask things by UV island or polygon element to avoid bleeding. Create a mask on your layer, then use the Selection tool (4 on your keyboard) to paint a mask using polygon/element/uv selection.
Latest update: Hello all, thanks for visiting! Having been away from digital art for over a year, I'm using this fantastic challenge as motivation to get myself back into the game and learn/re-learn software. I hope I will have time to finish this, an ambitious task since my day job has a deadline looming (for the exact…
hey there one and all of polycount i have been a long time follower of alot of people's work on here, there is alot of very impressive inspiring stuff. so with that in mind, i finally figured it would be time to create an account and get some work down most of it will just bit abit of a dump of some stuff i have handy…
Just a quick question. Doesn't ZBrush make use of fall offs for the brushes? Why are the "falloffs" essentially being painted into the alpha's directly? Anyway an alternative way to make an alpha would be to sculpt a piece and bake a heightmap from it. Since you are not entirely sure what an alpha is I suggest doing it…
This final pic shows a door with a multi-sub on it. Each of those materials may or may not have at least one and probably more layered tiling textures slapped on them. I'll get my masks and tiling textures kinda like this: Stuff gets normal maps high>low via the typical high>low projection. Normal and geo go to Knald to…
This final pic shows a door with a multi-sub on it. Each of those materials may or may not have at least one and probably more layered tiling textures slapped on them. I'll get my masks and tiling textures kinda like this: Stuff gets normal maps high>low via the typical high>low projection. Normal and geo go to Knald to…
hi Jonathan, sorry I have been too occupied lately, to answer your question : basically inflate in tools - deformation - inflate baloon. inflate is not to clean up noise, inflate technically is push tool in 3dsmax , ( baloon inflate is to grow in all direction. instead of just initial normal direction.) if u want to clean…