← All ideas
  • Published 14 Aug 2020

Disable Sculpting mask (temporarily). Just a checkbox :P

After having painted a complex pattern on my multiresolution mesh imgur.com/gallery/LrOklZt I need to sculpt the surface under the mask pattern but the only way to do that now is to delete part of the mask in that area. I think it would be super convenient to just disable the mask and bring it back when needed for the skin detail.

And a BIG THANK YOU for the "erase sculpt brush" in multiresolution!!! That was solved super quickly. And also thanks for the one-sided lasso mask Pablo, that is SUPER useful when creating complex patterns on the surface.

100%

Development Status: Open

Upvote 27 Downvote 0
unknowndinodev
14 Aug 2020

11 Comments

koko_ze

how about mask layers/groups? something like vertex groups basically. And which ever is active is used

1
unknowndinodev Author

* @Anže * i was going to make a submission for multiple mask slots since it would have a lot of other functionalities but decided to take it step by step and ask for something smaller but very useful first. I am still going to make a submission about that with use cases/examples, if anyone else does not do it first.

koko_ze

* @unknowndinodev * Yeah babysteps could be healthier. Also I made the multiple mask slots thingie proposal

1
Vyach

use vertex colors + selection by color. It is a way to save mask. Also you can invert mask

unknowndinodev Author

* @ Vyacheslav * do vertex colors work in multiresolution, last time i checked it didn't. Not so sure

1
Vyach

* @unknowndinodev * they work only for base (real vertices)

1
thinsoldier

It should be possible to save a mask and then recall it. It should also be possible to take any image file and turn it into a mask. Zbrush has had this for over a decade.

koko_ze

* @thinsoldier * Of course it had it since it is a sculpting software.

what do you mean by "It should also be possible to take any image file and turn it into a mask."? Do you mean like an alpha mask (has been a thing for a while) or do you mean saving the mask of the whole object into a image texture (which would be a bit impractical)?

1
thinsoldier

* @Anže * I mean you can draw a mask in sculpt mode and if your model has UVs you can convert it to an image and save it for use later. Later in sculpting mode you can load that image (maybe with some adjustments made in photoshop) and use it as a mask again. Example: youtu.be/M3LLEv_J42c How is it impractical when people using other programs have made practical use of the feature for very many years?

koko_ze

* @thinsoldier * Ok yes it is practical for doing those touch ups at the end after the retopo is done and your uvs don't change anymore. I thought that it was impractical because you usually remesh your mesh a bunch of times while you sculpt which ruins uvs. You should make a proposal for that.

thinsoldier

* @Anže * Some people still do clean subdivs that are 85% of the way done and only use sculpt mode for a final nudge and tweak. After that they would only use sculpt mode on a heavily subdivided or remeshed version for generating a normal map for just a few details based on details in the already uv mapped texture. In Zbrush they can just convert elements in the PSD file into black and white and use it as an absolutely perfect mask.

1