I´m currently creating my first art with dDo incorporated into the workflow. I bought the suite thinking that this might speed up the workflow but so far it´s only been slowed down - mostly due to stability issues in 14.2.1 x64 - but also due to the fact that I´ve had to rebake my normal and AO map multiple times.
Now I´m onto another problem: UV texture seams due to separated islands.
I´m curious to hear how other people solve this. Right now I´m considering backtracking and just redo my UV so that more shells are sewn together - which in itself can be a big problem when baking normal maps (too big wrap-arounds and you can get gradients). So does anyone have some general advice on this? Should I be even more careful when doing the UV-work, or should I just ignore the seams for now and tweak the masks manually afterwards? (the latter seams like an awful lot of work considering there are so many individual texture maps).