I've often found it is easier to keep stuff heavily separated out so you can tweak or re-purpose bits. My typical PSD layouts are more like material compositing and less like painting, they might look something like this (these names are layer groups, with a layer mask on each group):diffuse dirt mud moist dry soot decals…
At 1st I was too annoyed that it's not realtime 3D painting...But after using Mari for a couple of weeks (been lucky enough to beta test drive 2.0 it at my new job) it just blows everything else out of the water. I love mudbox, I really do love it...But compared to the layers / adjustment layers / layer groups=, adjustment…
Yes, I use this way - there's no other choice actually. Then I rebuild lower subd levels But it's a really ea Masking doesn't work. Tried to mask highest level. Tried to mask lowes - neither helps to preserve details.
I think some of your colors are bleeding into the other parts. Try masking the high poly model with different, bright colors and then bake that down to a diffuse mask. This will help mask things out more accuratly then by doing it by hand.
@SouthpawSid: Thanks for the feedback! I wanted to spend more polys on it but I was making it for a platformer (where 809 might still be a little overkill :P) I wouldn't mind going back in and might a higher poly version though. A friend of mine tells me it looks a bit Borderlands-ish in style. It is a bit my fault, I was…
I think the texturing on the characters needs another go over. The material definition is off for the robot, looks way too rough, like uni-color rust or maybe wet cement, and perhaps tone down some of the damage. Feels a bit too uniformly damaged everywhere, like someone has been trying to strip the paint off and only got…
Hi @olenka ! - yes, I am sculpting by hand and possibly trying to take 5 years off my life. I spent a good couple of hours trying alphas and different faster techniques but disliked all of them so I am doing by hand - using masks, so it's a bit faster! It was my husband that asked Ghreg get some hands, as she had none…
hah yea i was gonna ask that transmission mask for the vegetation, ive been cleaning up the house this morning havent had a good chance to work. im gonna work on getting a better feel from the vegetation and some of the other things that have been mentioned. i tihnk a bump offset might be a very solid solution for the…
well, i for myself make a mask for the decal, white what i want to be seen and black unseen, and plug it to the opacity mask slot (have to set the blend mode to masked). dunno if im doing it wrong, but works fine for me
I make my islands by masking some parts and then "polygroup from masking" in the masking menu, don't need to groupsplit. Didn't know we could edit the uvs in zbrush, gonna try that. Here is an update on Veronika, she's painted...