You might be able to put a fuller in but just don't have it go to the tip. Could just mask that area out in the high poly, blur the mask a bit and inset it.
you could try masking + polishing it out, or you could try projecting the original high res details back to that area by applying a soft mask selection and projecting
I tried masking the edges but then you get a hard edge at where the mask is =<. I'll try the mid value slider / grey though. Will let you know if this was the solution.
RJBonner makes a good point. You can quickly mask out the noisy details in your texture by using an Ambient Occlusion map as your mask and then adjusting the levels.
Same as Rayph. Masks, Layers and clipping mask are my common workflow and for now only photoshop can do the job. Thankfully Krita developers will work on that after this campaign.
Did you texture it in Substance Painter? The cause for this would usually be a Dirt Smart Mask (or similar). Switch to Triplanar within the mask, where the Texture drop down menu is.
Mainly, what I'm looking for is instructions on how to input a new custom material mask onto the new smart material, and then work into that mask further with more material layers.
I also wonder it too. I use 2k mostly and 4k as a rare exception. Mostly in form of long stripes 4kx512. Never worked for FPS although. A material when exported from Substance Painter always needs /2 down-scaling to be pixel to pixel efficient in my experience. Due to working not in snap to pixel integer values but rather…