Your brushes have pulled all of the interior polygons hard up against the outside, so your dynamesh is screwing up. The easiest way to fix this is to turn on backface masking in your brushes > automasking menu. Once that's turned on, you'll be able to fill in the cavity a bit to add some thickness to your model - the clay…
I really like the death prophet set a lot, the only thing I'm worry about is the skinning and animations behind the set. She moves her arms a lot which could pose issues where you get extreme stretching on the cloth wrapped around her arms. The mask is also an interesting take, I don't think anyone has done a mask before.…
Set up one of the rust materials and then pop open the dynamask. When the dynamask appears it opens up BaseMaterial_Mask.psd and there is a space within that file where you can add custom painted layers for masking. So you could make a new layer there and paint as many leaks as you want. Since it's part of dynamask, it'll…
Thanks very much! Things like the trim on Oka's clothes were made by polypainting the pattern with black on a layer, converting that to a mask, and using Inflate from the Deformation palette in the Tool palette. The folds were also kept on a separate layer as well, sculpted without the pattern layer visible. This allows…
Yup. Well, masked it out and then offset and then smoothed, but close enough. Yeah - its a little strange. I honestly was just trying to fill one more trim slot on my texture sheet. The original idea started off more as a pattern than a grate, but its sort of turned into that. The cuts actually aren't as deep as they look…
Make the sphere bigger, so that it covers the leafs. Doesn't make make any sense otherwise.. And from your first screen grab i can tell that you haven't deleted the history of the leafs. The "Transfer attribute" is active until you delete the history.. Same goes with vertex position and what not (: When i did some trees…
Thanks for the comments! @Ben Apuna: I took you suggestion and tightened up the top part a bit, although I kept the introduction up there. I also added some of my older stuff to the site while I was at it. The gsm maps are really only 3 different black and white maps in the R G and B channels of a DXT1 texture, which we…
Pretty good so far. I feel like the hilt could use a little more wear and aging. In the reference, the most exposed surfaces are worn and polished through years of handling, letting the metals shine. The least exposed areas have aged and stained, becoming darker and more matte. Your textures look like pretty uniform except…
I've been working on fixing the clothes adding some smaller things on them putted some more work into the belts. Started blocking out the mask I'm having an hard time with the eye patch. Fixed the ear lobes still have to work on the gloves I will probably sculpt them with symmetry retopo and unwrap them and put them in…
Can't think of an example off the top of my head, but I guess my main question is, for big giant props, how do you add edge wear? Lets say I have a giant metal sculpture that needs edge wear, or wood that needs some lighter edges. Whats the most common way to texture something like this? I've seen a technique using masks…