I was middle talking about how cool the texture on/off ---- mask/clear mask trick was for the polypaint to 3d texture workflow method I was trying to describe. It works in average subd mode but not in Sculpt HD mode. I was asking for a polypaint and masking solve for Sculpt HD mode.
That entire workflow would go something like this:
Drop model down to lowest subd.
Go to Uv Map.
Select 4096 as mapsize.
Click on PUVTiles.
Go to Color.
Fill object with white color.
Click on Texturemap.
Click New from Polypaint.
Turn it off.
Reup the subd levels.
Polypaint onto your model with an image.
Then go to Masking.
Select Mask by intensity.
Go to Deformation pallet.
Click in size tab, type in 2.
The mask created from the polypaint job textures the surface of the model, but now your model is bigger than it originally was, by whatever value 2 is equal to. Easy fix.
Go to Masking.
Click on Clear. the intensity texture mask is gone. The polypaint image is still on the surface of model. Lets fix the size.
Click on Deformation tab. Click in Size, type in “-2”
The modes size is back to it’s original state.
Now we want to sculpt on the model again, but we don’t want to see the polypaint image on the surface.
Click on Texture Map.
Click Texture on.
The polypaint job is hidden. This allows you redo the Mask by Intensity trick anytime you want using the original polypaint job. Allowing you to use things like the sculpt brushes to do 3d texturework from that polypaint texture, or maybe if you want- You can hide parts of the model first using the lasso and cntrl+shift, and then you can do the Mask by Intensity trick to the visible areas only. Lots of options.
This workflow was what I was referring to as being Very Cool.
“My Help/Educate Me” posts are too long. It’s not fair. So I was trying to get right to the point. I would like to do all of what I described above in Sculpt HD mode. I tried a few things but nothing worked.