I'm interested to know if anyone's used it for character art or any pieces they can show? Had a play with it this morning and seems like it has a lot of potential. So its more for kickstarting the texture process by adding say grime,etc on clothing, that kinda thing?
Also, if anyone's found some good results with the presets so far, would be good to hear about it
Played around with it for a few hours last night, pretty cool. I think the power of this is in the ability to create custom details and materials, not in the presets. The look of the presets are pretty obvious and it wont be long before most can call out textures that dont deviate from it. I imagine they'll continue to add more individual details, and that'll help the artist continue fine tuning the look they want. It's no "make art button", but it seems to help out a lot in getting the materials in the ball park. It's also really dependent on the quality of you model and bakes...and I know of no shortcuts for that.
I've installed the update but still cant seem to get any of my meshes to load in the previewer. Does someone have a mesh that is working that they would be willing to upload?
I'd like to see if it's my meshes, or my install/process/setup.
I've installed the update but still cant seem to get any of my meshes to load in the previewer. Does someone have a mesh that is working that they would be willing to upload?
I'd like to see if it's my meshes, or my install/process/setup.
Hey man, last night when I was using it when I first launched the previewer it was the cube, but the second time around it was my mesh (as far as I remember with no changes). Maybe just try a couple of times or quickly throw together a simple test mesh? (My mesh was .obj if that helps, exported from Modo)
Just got the very latest update and my meshes are finally showing up! They were all exported from max 2011, so that must have been the issue.
I'm still getting some funky mesh errors though (see picture below). I tried importing the .obj back into max and it came in without any problems, so I'm not sure where I'm going wrong.
So far I'm really enjoying the texturing side of the tool though, it definitely seems geared toward a grungy look (at least the way I'm instinctively using it), which is fine by me!
Just got the very latest update and my meshes are finally showing up! They were all exported from max 2011, so that must have been the issue.
I'm still getting some funky mesh errors though (see picture below). I tried importing the .obj back into max and it came in without any problems, so I'm not sure where I'm going wrong.
So far I'm really enjoying the texturing side of the tool though, it definitely seems geared toward a grungy look (at least the way I'm instinctively using it), which is fine by me!
If you want to do some more clean stuff, you could just turn off Environmental Details and just use Material Definition. It's a great way to get your base materials to read correctly without worrying about details just yet.
looks great Sandbag! what I am wondering about this tool is how much control you have over your texturing. If you want a certain part of your model to have a brown color, can you do this (using heights/selection map for instance)?
Still messing with it, Im not sure I'm fully understanding the objectspace normal map usuage. My drips are going up! this was just the deafault quick and dirty setting. Previewing it in marmo since I'm getting the .obj mesh errors
looks great Sandbag! what I am wondering about this tool is how much control you have over your texturing. If you want a certain part of your model to have a brown color, can you do this (using heights/selection map for instance)?
Yes, you can mask out certain areas to have certain colors, and you can also go in and adjust the base layers while still editing in dDo.
For me the best part of this is quickly generating a base texture which you can then work from. It's like starting to sculpt from a base head instead of a sphere.
I tried this out earlier on some NS2 stuff, and it's definitely an interesting tool. However, I'm worried about people just relying on this and not actually getting any Photoshop skills. I also don't wanna end up seeing everybody using this tool to texture and nobody putting any personal touches on stuff any more!
I find it much more useful (Albeit a little more time consuming) to have a default PSD with a load of grunge textures set up with masks on them, and I can just mask on grime wherever I like.
Anyone who relies heavily on this tool to make most of their diffuse will not get far in this industry. So far, it's really only good for getting smaller bits of details or very base textures to start working off of. If anything I think it's a great alternative to some of the overused photo reference that's out there online.
looks great Sandbag! what I am wondering about this tool is how much control you have over your texturing. If you want a certain part of your model to have a brown color, can you do this (using heights/selection map for instance)?
This is what I fed in to dDo:
The diffuse was just my base colors + decal art from the original textures, the color map (or more appropriately, the material mask) just has each material type as a different color so when I bake it I can chose "match my materials by color." Then just normal and AO maps.
You can also uncheck "swap colors" and have it use your color map as the base colors, but using a diffuse map let me keep it from making every little decal and color change into a new material type.
Could anyone give me hints as to why I can't get my textures to show up in 3ds max/xoliul shader properly? I can't find the updated "16 bit" setting and everything is being displayed with a very limited colour range.
Anybody else having a problem with the latest build? I can't install it...
EDIT:
Okay, don't panic, I found the problem.
I cleared everything out of my browser, history, cache, downloads etc...
I re-downloaded and now it installs fine.
Any of you guys had any issues with ddo recently? Whenever I edit anything such as the hide/show layer box, or if I move any of the sliders nothing changes in the document. It's not every time either, only happens on some days.
Hey guys, I just bought dDo after considering it for so long. I've loaded in a mesh, and I'm trying to load custom textures into the previewer, but it won't load them. It opens them in photoshop, apparently converts them to jpg, and that's it. Any idea why? I've tried opening and closing the previewer, but no luck.
Replies
I'm interested to know if anyone's used it for character art or any pieces they can show? Had a play with it this morning and seems like it has a lot of potential. So its more for kickstarting the texture process by adding say grime,etc on clothing, that kinda thing?
Also, if anyone's found some good results with the presets so far, would be good to hear about it
Diffuse Spec Glow
I'd like to see if it's my meshes, or my install/process/setup.
Hey man, last night when I was using it when I first launched the previewer it was the cube, but the second time around it was my mesh (as far as I remember with no changes). Maybe just try a couple of times or quickly throw together a simple test mesh? (My mesh was .obj if that helps, exported from Modo)
I'm still getting some funky mesh errors though (see picture below). I tried importing the .obj back into max and it came in without any problems, so I'm not sure where I'm going wrong.
So far I'm really enjoying the texturing side of the tool though, it definitely seems geared toward a grungy look (at least the way I'm instinctively using it), which is fine by me!
If you want to do some more clean stuff, you could just turn off Environmental Details and just use Material Definition. It's a great way to get your base materials to read correctly without worrying about details just yet.
Yes, you can mask out certain areas to have certain colors, and you can also go in and adjust the base layers while still editing in dDo.
For me the best part of this is quickly generating a base texture which you can then work from. It's like starting to sculpt from a base head instead of a sphere.
I find it much more useful (Albeit a little more time consuming) to have a default PSD with a load of grunge textures set up with masks on them, and I can just mask on grime wherever I like.
This is what I fed in to dDo:
The diffuse was just my base colors + decal art from the original textures, the color map (or more appropriately, the material mask) just has each material type as a different color so when I bake it I can chose "match my materials by color." Then just normal and AO maps.
You can also uncheck "swap colors" and have it use your color map as the base colors, but using a diffuse map let me keep it from making every little decal and color change into a new material type.
edit: quoted the wrong post
EDIT:
Okay, don't panic, I found the problem.
I cleared everything out of my browser, history, cache, downloads etc...
I re-downloaded and now it installs fine.
Register here to get a beta code. You'll have to enter it when you open dDo to continue after the trial period.