Hi everybody, just thought I'd give you a status update how the new tools are coming along, since you all have made it clear that you want more information. So the small closed beta testing is in full swing, so far it has gone really really well! 2.0 is rock solid, has a lot better performance, and 3DO has been updated quite a bit so the renders are looking much nicer.
The focus right now is to upgrade the color ID system, add calibration profiles and texture rotation! We haven't really had time to produce much art with it yet, but hopefully soon we'll have some nice things to show you all.
As stated before, this will be a free upgrade for existing DDO users!
If you have any more questions then let me know, cheers.
Replies
Are there any improvements in the dynamask editor speed?
Are there any changes to the way curvature is used in dynamask?
Thanks!
Platy - Right now we're working on V-ray, octane, Arnold. Some of the game engines are already done, such as Unity and UE4. Many more to come hopefully!
Also,just have two questions :
1 - Are you guys planning to give users the possibility to Export Masks ? I know many people who only use DDO for detail Masking,and it will be awesome to let the users export what they want.
2 - Regarding the Batch processing,will it be possible to bake multiple objects in DDO and automaticaly create textures from selected templates ?
When working with many assets it's always cool to batch bake them and use the Project Templates you've previously created to quickly create materials per objects.
2) Stability and Perfomance have always been a problem since the Legacy dDo. What have you guys done to fix this with 2.0?
Fansub - Yes, teddy just created a really nice export map feature with some sweet options! Both from DDO main window and Dynamask.
Not entirely sure how the Color ID and batch system will work yet.
Zezeri - 1 - Yes!
2 - Rebuild a lot of systems from the ground up and a loooot of testing!
Can't wait!
will there be a mode for the mask editor to tile the texture in x1 in each direction so that masks which meet on edges work properly.
Example:
I mainly use dDo as a tool for creating tiling textures, and would really love for it to have better tools to assist in this since most tools do not cater towards artists like myself who work almost exclusively with Tiling textures.
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Would you also include the tools you use to create the Megatextures with the suite. along with diagrams for your Megatextures Photography box. I am very interested in building my own at sometime.
Another question, Will we be getting the ability to upload and share our own materials, along with putting them on the store for download/sale (100% original textures, that is) as I am potentially interested in this.
Keep it up guys!
Thought you said in the first post it's rock solid
You've mentioned an upgrade to the color ID system. What exactly does this mean?
Also, for the painting part, will we be able to color entire polygons? Like click somewhere on a cube face and that entire face changes color?
I feel like a kid waiting for Christmas to roll around!
shrug - Ndo now tiles automatically as you paint on the edges of your map. as for DDO Im not sure what you mean, everything that is in DDO now tiles, could you describe more what kind of feature you would like to see?
We will not include the tools for megascans as that would be way to complex, there are years of hardware development behind the service so giving away the software would not be beneficial.
We are looking in to some sort of service for that, as we think it would be awesome for the community to share their own creations.
Gordon Robb - Yes it utilizes GPU, not sure about multiple, will have to check for you.
Martin_H - Working on some ways to minimise UV-seams!
tach - Yes pretty much, although the SUITE is much more confined. Hopefully very close as they both utilize each other every much.
maxviz - Its in the backlog at least!
tungerz - Rock solid = No crashes, there are still bugs and features to work out.
Devil - Were working on it right now, but hopefully easier to use and better batching. Dont think there will be polygon painting, at least not for now.
CJFerguson - No problem Ellen, keep up the good fight!
EoinBoin - I also can not decide what I am most excited about!
There are some bad masking issues Where the edges of the normal map meet, for instance this normal map has places on the top and the bottom of the image where there is a dip in the normal map. I have found that dDo will just render black most of the time when you try get a strong mask in any of these cavities.
This is the normal map as rendered by xNormal:
And this is how it gets masked:
The black splotches are where the edges of the normal map meet. and while the normal map times perfectly, dDos masking tool does not treat it as though it tiles.
Any chance that process could be automated and done entirely within 2.0?
Of course rendered w/ Marmoset
rungerz - Yes, joe is in the beta
Very excited to see what you guys got cooking. (:
#neverforget
Will this be a free update or a paid update?
It'd really help for people like me if you make an official status report on the site, because it's really difficult to dig information from the forum posts.
which ever is first finished will release first...
both same release dunno
Fridock - sorry, there wont be a 1.9, the next release will be 2.0! It will be out probably before megascans, it depends on what gets ready first!
Needless to say I'm VERY excited for 2.0.
I am fine if you take your time to release it as long as it works properly.
My Suite has been completely broken since 1.6 (Almost a year) so take as much time as you need to make sure it works properly.