As long as they don't mess up my hotkeys again or mess around with my masking and selection tools again, I will be happy. Holding ctrl to change my masking brush pre-sets is pretty annoying. No retopo additions? :(
Painting a mask by hand will take you much less time than fiddling with a procedural mask like Tiles, and you'll get better results IMHO. You can also then use the Blur Offset to soften it if you like.
even simple painted on masks will do, it doesn't need fibermesh to sell the hair for the likeness, just show some brows to get a feel on how it will look like later on, you can also use this as a mask for fibermesh later on :)
Hmm I see what you mean about the similarities to Urgot, especially the mask. I wasn't familiar with that character. Maybe when I add in the details to the armor it will make it more unique? Or maybe lose the mask as well...?
Reflection Map and Reflection Mask are two separate things. The 'Mask' tells which part of the texture will receive reflections. The 'Reflection map' is the actual image that will be seen in the reflections. Make sure your adding the right texture to the right slot.
Are you sure you have used the masks correctly. For most characters all 4 channels are used. Sometimes the mask 2 blue channel Tint spec by color can change the colors from what you expect.
Ive been using substance painter for this, I have a base layer of paint. then i make a base layer of dirt over and put a mask on the dirt layer and paint in the areas i want the dirt layer via the mask.
Hmm... i has a haloween party to go to so perhaps... Either that or ill make a creepy teddy bear mask where i get one of those teddy bear blanks crudley hollow it out and wear it as a mask.
Okay, in the end, the Morph Targets plan for that project didn't happen. However, I've been working on them and facial expressions separately. So far, I've managed to figure out how to import/export the Blend Shapes into UE5. I also keyframed an animation that cycles through them all in Maya. That animation works no…
Oh the slight indented grooves can be done in zbrush, just mask using symmetry, sharpen the mask so it isn't so wobbly, invert, and either negatively sculpt in with a low intensity, or use a deformation slider like inflate negatively