i really like to know how you achieve that skin details. i tried the whole morning, on a head model with 85000 polys. i used the noise setting for the brush tip in the modifiers, and i can achieve with this some detail (i used that already on my alien head in the challenge). however, the noise builds always "stripes" in one direction no matter how i do the brush stroke (horizontal or vertical), no matter how i rotate the model on the canvas, no matter how i rotate the model in the deformation palette. if i want to use that on the lips the noisie stripes are always horizontal, but i would like to have them vertical. (btw i am working with a tablet)
i also tried to do tiny brush strokes without noise, but then i got a "bumpy" crease, even if i am carefull to go along the mesh lines. i think thats a problem of the slow processor who cannot grab fast enough the informations given by the tablet on a high poly mesh ?
sorry for that elongate question, but i really would appreciate if you could explain a little how you achieved that detailed modeling.
What kind of mesh are you using? The Hobgoblin started as a SPhere3D then was skinned with Unified Skinning. The mesh is very dense...trying to remember off the top of my head but I think it was around 120K polys...much denser around the face than on the skull. I put NOISE into the brush just as you did but I also adjusted the EDIT CURVE graph. I used small brush sizes around 6 or 8 and low ZAdd and ZSub values around 2 to 4. Just draw it in after that. You can also use the DEFORMATIONS>NOISE command to put noise into the entire model. Then you can mask off areas and SMOOTH them. Below is an example of this. I hope this helps. And no, I do not have the beta.