I think something like this would typically be done with just a normal procedural greyscale image (created in something like allegorithmic mapzone) and then in code they use it as a mask going through th levels. Kinda like photoshop's threshold adjustment.
Strike a balance, yeah you need more tessellation than normal but consider using a black and white mask to modulate the vertex blending so you don't have to use as many verts. There's a super basic example in UDK at: Material'MaterialTemplates.PerfTricks.VertexColorModulateTransition'
Cover your whole face in tattoos, you can still go to work if you wear a ski-mask and huge 70´s sunglasses (the ones with brown glasses and golden frames, otherwise you get caught and fired for sure).
I believe it is set up correct, but maybe I am missing something. Under Renderable Cameras I have the alpha channel(mask) checkbox checked,32 Bit Framebuffer, and EXR format...Anything else I'm missing?
There's a 'make 3d' option in the alpha palettte...you can also try to mask it on some geometry and use the 'extract' thingy http://www.zbrushcentral.com/showthread.php?43513-Alpha-Make-3D-Minimal-Modeling http://www.pixologic.com/docs/index.php/Mesh_Extraction
A tip in case you don't know: you can export the flow mask from world machine and use that in your splat map. Can give some nice results compared to only using height/slope detection alone.
pull/flatten the cheek bones back a little (Black), mask out the rim of the eyes a little (Green) to hold the shape while adjusting the cheek. fill out here a little (Red), soften/smooth inwards here a little (Yellow)
yup, fortunately I don't use painter or designer. I do all my 3d texture painting in polypaint. I tried painting in substance and really hated it, was very sluggish and the result relies mainly on masks, layer filters etc
I already solved this issue, I was using the generator in a wrong way. I needed to set a mask on the layer then apply the generator then the problem dissappeared. Well, thanks anyway and hope this helps someone who might encounter with the same problem.
Thanks for the tips! And I am going to do tiling textures using Quixel, this way I can export them to UE4 and create a Master Material then mask parts using the Material ID. I just hope this works out.