Hi,
I have time today so I decided to write something what could help you to make ddo better.
I used ddo for a couple of days so I got some experience and find out a few bugs ect.
That was my project in early stage:
Problems:
-import of .obj:
-viewer is unable to view more that 10 000 triangles? My model had 36 000 and I had to export it in 3 pieces I figured out I can easly load different part in model viewer so...that was a good work around, but still- it's a fail.
-viewer imports model in wrong scale. 3d model was a way too small! It was hard to navigate, to view it (coz of crazy fov)
-it was hard to get nice lightening. (maybe coz of bad scale- model was 2 small fot that scene) My suggestion is to add "cell shading" mode to view pure texture in the previewer.
problems with materials:
-You made a video to show peoples how to define materials. IMO "materials via faces" is not precise enough (details could be a whole different than poly and edge flow), better and more accurate technique is painting onto 3d model. There is some good apps 4 that: Body paint3d or even 3ds max tool: viewport canvas.
-After I painted a mask to define the materials (about 15 different) I was unable to change colour of one of them (picking it from mask preview) I was able to click on it, to pop up window with colours but after I change it and clicked "ok" nothing happens. That occurred only with this 1 material, even when I change the mask colour in photoshop I was able to change this material by picking it from the list, not from mask preview.
-Problem with design: When we load a mask for colours and diffuse texture...mask become useless- we are unable to change diffuse texture by picking up materials and change their colours. Colours must be on top of the diffuse texture in case when we load them both.
-I was unable to save & load preset for materials colours, presets save only informations about details? That's a pity... Imagine: I set up my 15 colours and then what? I'm unable to save it?
-Model viewer- In case when I'm using it without ddo (great idea!):
-I'm unable to scale window
-It has lag...about 3 sec (too much )and refresh after ctr+s. That makes it useless coz in the same amount of time I can use alt+Tab and see changes in fullscreen viewport of 3ds max with really great shader applied on my model.
To make model viewer useful:
-try to reduce lag
-try to project/view photoshop cursor on the model, in real time of course
-try to view changes instantly, without ctr+s
Major issues:
-Ddo is just 2 slow. With 2k x 2k texture I was unable to do even simple change. After I load up all maps and photoshop calculated 1 preset and I supposed to be ready to start, when I did sth, ddo was getting to slow and slow and slow, usually after one or two changes ddo stopped working So once I spend 1 hour to do a simple change because of this. :poly127:
With 1k x 1k maps it works almost fine, changes are almost instant and that's ok.
So the idea to work with smaller maps seems to be great solution but:
-After "re projection" to higher resolution I always got different results - waste of work
-In small resolution I was unable to see details, coz resolution was to small to view it.
-Another huge, major issue: wrong calculation of UV seams. If you want to do really Pro soft you should calculate model and normal map and prevent to do mistakes on uv seams...for now it's a huge problem. After work I was forced to fix about 10 bugs coz of this. On diff and spec. So 20 bugs when add up.
My advice is to make advanced preview mode for usual work. It should looks like this (document shouldn't be cropped! because that makes model preview usless ):
Ddo has great potential, please don't screw it up by some simple leaks in design. In different words: get rid of the lag by making advanced preview mode and release it as 1.0
Sorry if I did't read throught 15 and more pages but I just wanted to ask if it works with3dsmax 2011 and 2012 , because I saw the video demonstration and showed only maya...
It works with .obj, projected textures and photoshop so...
In maya they projected some mask- nothing important, you can do it in viewport canvas tool in 3dds max or body paint 3d.
1-when i click on "toggle mask preview" i see the mask of detail,and when changing the diffuse opacity,i can not see changing in mask... and just see on map!
2-when i create custom detail with masks in ddo,i save it with .jvs or etc.
how should is open this saved file?
in ddo just i can add detail and i can not add custom detail.
3-please upload your guides and teaches in your upload to i can download it.(in youtube i can not see videos)(i could not see your videos)
thanks
K, i have a problem loading custom models in the preview window.
The Filebrowser isn't showing any files:
Here it's not even showing my drives etc, just an empty white screen.
The same thing happens when loading maps via the preview window.
I'm using the latest version, 4.6.
*edit
When i put an obj file in the root folder "C:\ProgramData\Quixel\dDo\x64\previewer" i can see that file. When i go a folder down and back up the file is not visible.
Opening the obj file doesn't work, when i do that the preview windows crashes.
*update
It does work when using the automation hub .
You can change the crop size/ detail previewer. Also, I just found this out (kind of silly). If dDo crashes, open up your dDo Photoshop file first then dDO and you can continue working where you left off.
I can't comment on the texture size lag as I've only used it for 1k textures.
found a bug (sorry to report here, but this is the most comfortable for me ):
when exporting maps using different file suffixes than the default d, s & n and saving the gloss to specular, it will create a separate map with the suffix _s (though this was not intended). The saved specular map (e.g. _spec) does not include the alpha channel with the gloss. This is also the case for saving as the alpha of different maps than specular.
This may have been brought up before but I'll ask again.
Why doesn't the preview of details match up with the rendered details? If I spend time setting up details, say moss on a rock, and hit render, the moss sometimes 100% changes from the preview and sometimes disappears altogether. I would think the preview should be 1:1 WYSIWYG.
Out of curiosity, does the latest version of MysticThumbs or FastPictureViewer work okay with dDo?
I'm trying the dDo beta, and using the older free version of MysticThumbs (1.98) but getting an error anytime it tries to view a PSD created in dDo which crashes MysticThumbs ("encountered an error and must close" etc etc).
Please uninstall MysticThumb, it crashes dDo every time...
Quick reflectance is the best texturing helper ever invented. I love how it pumps the map full of those little pixely details you'd spend hours doing yourself, leaving you to concentrate on the larger details. Could not for the life of me figure out how to get the normal map to display properly in the previewer, inverted my Y and everything, very confused. This one's rendered in marmo, diffuse and spec-gloss are from dDo.
Quite possibly. I did some searching and found SageThumbs, which is free and doesn't have that issue since you can disable psd files from showing up as thumbs.
After I've saved a preset *.xml file, how do I load it again on a new project? Load Preset... just brings up the original presets.
EDIT:
I've moved the files that were saved from my art library folder to the dDo folder (would be good if we could specify a path to custom folders).
Think I've got my locations right:
Saved Env. Preset is in dDo\script\details\styles\Material\Custom\
Saved Material Preset is in dDo\script\materials\styles\Custom
This is allowing me to load each in the correct slot from the Automation Hub, however, if I make a new dDo project with no presets to start with, and then try loading them from the main dDo window, only the Env. presets are available, regardless of which tab I'm on.
1-please say me Difference of (Material) & (Environmental) in dDO?
2-i want in texture,creatediffrent material or stuff suck as:(metal,wood,plastic...) in Different places of texture.but dDo create for me Integrated material all over of texture.
i want select partial of texture and create my material(stuff).
do you undrestand me?
help me how to do?
Well, I watched that guy texture 2k by 4k chainsaw, it went smoothly for most of the process
And even after reducing my maps to 2k it still lags like shit, PS memory usage gets above 6gb
thought there might be something wrong with my system, but I agree, gotta blame photoshop here, can't really process so MANY layers effectively.
You can resize it while you work on it. And then once you finish you can bring it back up to the size you want. It's a new feature that was added. That's what he did in the Chainsaw tutorial too.
what kind of PC you need to own to make dDo work with 4k maps?
I have a quad core, 8 gigs of ram (PC is about 5 years old), and I'm able to work with 4096 textures. I find it best to close all your other programs and allocate as much ram to Photoshop as possible. The program is slow, so just realize this and have patience
I just installed a new AMD 7950 and the 3d viewer runs extremely smooth now. With my gtx8800 it stuttered quite a bit. (I wish they would make it a stand alone program like Crazy Bump tbh.
You can resize it while you work on it. And then once you finish you can bring it back up to the size you want. It's a new feature that was added. That's what he did in the Chainsaw tutorial too.
yeah, it crashes for me every time, tried with different texture sizes - no go
also, for some reason cant load up my textures in previewer - all I see is blurred red question mark. Mesh is loading up, though. My guess is that video not supported.
Anyway, I think I figured it out, enjoying new pipeline now, very flexible and time saving. Just gotta make fewer material masks so PS wont gurgle when trying to apply mat. presets for 30+ regions - that was too much for it to handle
Here is a melee wrench that I created for the CeleryLand project. Ryan Demita from Bungie concepted the miner and wrench during a class demo and I though it would be a great asset to test out Ddo with.
So far I'm really impressed with Ddo and the quixel chainsaw tutorial had some awesome tips. The biggest problem I ran into was trouble switching from half resolution to production since the scale of the details changes.
I finally managed to install this in my PC (previous versions were giving me problems).
I haven't gone in depth with it but i found a little bug/issue. When i full screen Photoshop and have dDo open, everytime i click on dDo it minimizes. So basically it means having to click again on taskbar to bring it up. As soon as i exit fullscreen it worked fine again. I don't know if this has been brought up before, so my apologies if it has.
Can someone help me understand the "save preset" option. I was working on a texture, just adding various material options here and there, let's say it was a steel panel. Now, I like the preset on the steel panel, I then did a save preset.
I want to apply this preset to a new texture I just opened. I see the option under the preset panels when I FIRST opened the new texture, I clicked my saved preset, dDo did it's thing and guess what, the preset didn't apply.
Is there something I'm missing? Does the preset have to be applied to an exact material color?
I would first like to say thank you to the guys at Quixel for making this awesome texturing plugin for PS. I love it so far and I am excited to see what is coming up in the future. After playing around with it for a few days I would like to post a bug that I found and a few suggestions that I would like to see implemented in the future.
For the bug:
When I opened one of my WIP PS files I kept getting this warning that a handmade layer was not in the right place in my Diffuse materials group. After looking for about an hour and a half I could not find the custom layer it was recognizing. Everything was DDO created. When I opened the Materials tab and tried to click on a Mat ID DDO would crash. I found a work around though, if you first click on Spec, Gloss, Height, or Normal tabs then go to the Materials tab and switch back to Diffuse it will not crash and it has also prevented future crashes when going straight to the Materials tab.
I currently do not use the export maps feature in DDO because I save a lot and I noticed that every save creates new .tga's or whatever image file you are using. I would like to have the option to overwrite that file instead of making a bunch of other texture files. My current workflow is to use QSM and I use the 3-point shader to view my textures in Max. I think that QSM could be the problem for the custom layer issue. My computer is a little slow for the previewer.
I would also like to be able to re-upload my AO, NRM or other maps anytime. So if I rebake my NRM or AO I do not have to go back and redo my texture work. If there is a way to do this please let me know, I am fairly new to the program.
DDO is a great program and it has sped up my workflow a lot. I am still getting used to it and I am still learning. Thank you and I look forward to future updates.
Posted this in the "what are you working on thread". But posting it here I might get a explanation of how to paint the mask?
Spent some time in DDO trying to do a decent weapon texture. Think Im starting to figure out how to work with the program now and how to create custom stuff. What I need to figure out now is how I can paint masks for different areas and add material detail to just that area. The mag as example would need alot more wear and scratches but I havent figured out how to just affect that area without having it be a separate material.
You can manually paint and edit the masks that Ddo creates. You would have to find the specific detail that you wanted to adjust in the layers list though and then you can tweak/change the mask that is associated with that detail.
Has anyone had any luck without the use of a normal map, using a cavity map instead? For work we do a lot of pre-rendered stuff for sprites, and this could really come in handy.
Ive tried several models with a Cavity map, AO, TS map- but have gotten crap results- it seems edge detection and cavity detection suck. I don't have a normal map as there is no low poly.
Anyone have any ideas? Or perhaps a good way to generate a quick low poly for a good normal bake? I've tried decimating the model in zbrush by 50% and baking- that works ok but with many errors.
I've gotten spectacular results with normal map- now only if I could get it working well without a lowpoly for production work!
edit: Im also generating the cavity map in Xnormal by using the high poly model in both the high and low slot- if that matters(perhaps im baking cavity map wrong?)
There is some seriously great art & feedback going on in here, I can't begin to tell you how stoked I am to see this stuff!
To add to the awesomeness here are some more recently released works by fellow polycounters we just had the honor of featuring:
Two of these are also being turned into full-fledged video breakdowns: Stephen Gibson will show his workflow on creating assets using nothing but a lowpoly, nDo2 and dDo, and Wiktor
Computron: UV seam minimization removes all cavity data near UV island borders. This means there will be less details in these traditionally problematic areas. This process utilizes the AO map background to find the UV borders, assuming the background is pitch black.
Although the mask exporter is still very basic, it allows for quickly exporting environmental and material detail groups as flattened masks, ready for use in material ID based shader pipelines. Details can be configured to be either additive or subtractive, and there is also support for exporting clean material masks without details (for base material separation):
I'd like to see support for position maps in dDo. This would allow for things like overall gradients and baked-in lighting that are key to more stylized texturing styles (something I haven't seen pulled off successfully in dDo).
Gheromo: A texture loading module is in the works and will be out within a few releases. Right now dDo relies exclusively on procedural details for its automation, but this will soon change quite a bit with the introduction of the new material system. More info to come!
reberhart: A feature for hooking up custom ramps will be part of the next release. Just to confirm this feature will cover what you are requesting, feel free to post a few sample position maps to demonstrate the various uses you are thinking of.
Thanks Millenia: Does this error happen directly after generating the project, or after having worked with it for a while? A new build (4.8) was released this morning with a few bugfixes and new features -- is this the one you are running?
Bug Report: When I'm done working, If I close Photoshop first and then I press "X" to close dDo, dDo will reopen Photoshop back (however dDo will close in same time)
reberhart: A feature for hooking up custom ramps will be part of the next release. Just to confirm this feature will cover what you are requesting, feel free to post a few sample position maps to demonstrate the various uses you are thinking of.
Currently unzip is breaking all my DDO files, the first time it threw in new folders and deleted the main folders (diffuse spec height etc) in photoshop. Now the files refuse to unzip. PS does some zooming in and out and then it stops. Other times unzip puts all the layers in a random area of the document, offsetting one of the groups by a large margin. (about 100-500 pixels in a random direction. For example the diffuse layer ended up mostly off screen.
Update: So it looks like after I unzipped it, it removed the zipped file in the DONOTDELETE folder. So that's the reason it just zooms in and out not unzipping.
Replies
thanks a lot.
PS: could you tell me what script/plug-in you used for retopologizing the high-poly Remington Chainsaw in the time laps video.
I have time today so I decided to write something what could help you to make ddo better.
I used ddo for a couple of days so I got some experience and find out a few bugs ect.
That was my project in early stage:
Problems:
-import of .obj:
-viewer is unable to view more that 10 000 triangles? My model had 36 000 and I had to export it in 3 pieces I figured out I can easly load different part in model viewer so...that was a good work around, but still- it's a fail.
-viewer imports model in wrong scale. 3d model was a way too small! It was hard to navigate, to view it (coz of crazy fov)
-it was hard to get nice lightening. (maybe coz of bad scale- model was 2 small fot that scene) My suggestion is to add "cell shading" mode to view pure texture in the previewer.
problems with materials:
-You made a video to show peoples how to define materials. IMO "materials via faces" is not precise enough (details could be a whole different than poly and edge flow), better and more accurate technique is painting onto 3d model. There is some good apps 4 that: Body paint3d or even 3ds max tool: viewport canvas.
-After I painted a mask to define the materials (about 15 different) I was unable to change colour of one of them (picking it from mask preview) I was able to click on it, to pop up window with colours but after I change it and clicked "ok" nothing happens. That occurred only with this 1 material, even when I change the mask colour in photoshop I was able to change this material by picking it from the list, not from mask preview.
-Problem with design: When we load a mask for colours and diffuse texture...mask become useless- we are unable to change diffuse texture by picking up materials and change their colours. Colours must be on top of the diffuse texture in case when we load them both.
-I was unable to save & load preset for materials colours, presets save only informations about details? That's a pity... Imagine: I set up my 15 colours and then what? I'm unable to save it?
-Model viewer- In case when I'm using it without ddo (great idea!):
-I'm unable to scale window
-It has lag...about 3 sec (too much )and refresh after ctr+s. That makes it useless coz in the same amount of time I can use alt+Tab and see changes in fullscreen viewport of 3ds max with really great shader applied on my model.
To make model viewer useful:
-try to reduce lag
-try to project/view photoshop cursor on the model, in real time of course
-try to view changes instantly, without ctr+s
Major issues:
-Ddo is just 2 slow. With 2k x 2k texture I was unable to do even simple change. After I load up all maps and photoshop calculated 1 preset and I supposed to be ready to start, when I did sth, ddo was getting to slow and slow and slow, usually after one or two changes ddo stopped working So once I spend 1 hour to do a simple change because of this. :poly127:
With 1k x 1k maps it works almost fine, changes are almost instant and that's ok.
So the idea to work with smaller maps seems to be great solution but:
-After "re projection" to higher resolution I always got different results - waste of work
-In small resolution I was unable to see details, coz resolution was to small to view it.
-Another huge, major issue: wrong calculation of UV seams. If you want to do really Pro soft you should calculate model and normal map and prevent to do mistakes on uv seams...for now it's a huge problem. After work I was forced to fix about 10 bugs coz of this. On diff and spec. So 20 bugs when add up.
My advice is to make advanced preview mode for usual work. It should looks like this (document shouldn't be cropped! because that makes model preview usless ):
Ddo has great potential, please don't screw it up by some simple leaks in design. In different words: get rid of the lag by making advanced preview mode and release it as 1.0
In maya they projected some mask- nothing important, you can do it in viewport canvas tool in 3dds max or body paint 3d.
in dDo i have problem:
1-when i click on "toggle mask preview" i see the mask of detail,and when changing the diffuse opacity,i can not see changing in mask... and just see on map!
2-when i create custom detail with masks in ddo,i save it with .jvs or etc.
how should is open this saved file?
in ddo just i can add detail and i can not add custom detail.
3-please upload your guides and teaches in your upload to i can download it.(in youtube i can not see videos)(i could not see your videos)
thanks
The Filebrowser isn't showing any files:
Here it's not even showing my drives etc, just an empty white screen.
The same thing happens when loading maps via the preview window.
I'm using the latest version, 4.6.
*edit
When i put an obj file in the root folder "C:\ProgramData\Quixel\dDo\x64\previewer" i can see that file. When i go a folder down and back up the file is not visible.
Opening the obj file doesn't work, when i do that the preview windows crashes.
*update
It does work when using the automation hub .
You can change the crop size/ detail previewer. Also, I just found this out (kind of silly). If dDo crashes, open up your dDo Photoshop file first then dDO and you can continue working where you left off.
I can't comment on the texture size lag as I've only used it for 1k textures.
when exporting maps using different file suffixes than the default d, s & n and saving the gloss to specular, it will create a separate map with the suffix _s (though this was not intended). The saved specular map (e.g. _spec) does not include the alpha channel with the gloss. This is also the case for saving as the alpha of different maps than specular.
Why doesn't the preview of details match up with the rendered details? If I spend time setting up details, say moss on a rock, and hit render, the moss sometimes 100% changes from the preview and sometimes disappears altogether. I would think the preview should be 1:1 WYSIWYG.
Please uninstall MysticThumb, it crashes dDo every time...
Quick reflectance is the best texturing helper ever invented. I love how it pumps the map full of those little pixely details you'd spend hours doing yourself, leaving you to concentrate on the larger details. Could not for the life of me figure out how to get the normal map to display properly in the previewer, inverted my Y and everything, very confused. This one's rendered in marmo, diffuse and spec-gloss are from dDo.
Already resolved this awhile ago...
EDIT:
I've moved the files that were saved from my art library folder to the dDo folder (would be good if we could specify a path to custom folders).
Think I've got my locations right:
Saved Env. Preset is in dDo\script\details\styles\Material\Custom\
Saved Material Preset is in dDo\script\materials\styles\Custom
This is allowing me to load each in the correct slot from the Automation Hub, however, if I make a new dDo project with no presets to start with, and then try loading them from the main dDo window, only the Env. presets are available, regardless of which tab I'm on.
i have 3 problem:
1-please say me Difference of (Material) & (Environmental) in dDO?
2-i want in texture,create diffrent material or stuff suck as:(metal,wood,plastic...) in Different places of texture.but dDo create for me Integrated material all over of texture.
i want select partial of texture and create my material(stuff).
do you undrestand me?
help me how to do?
3-in 3do previwer my mesh is bad.why?
http://upload7.ir/images/98303536947178443309.jpg
thanks
And for different materials you should use a color map
I have a 2500$ computer that I bought in November. Stupid amount of RAM, etc. Still lags for me with a 2k map. I think it's just how the program works
And even after reducing my maps to 2k it still lags like shit, PS memory usage gets above 6gb
thought there might be something wrong with my system, but I agree, gotta blame photoshop here, can't really process so MANY layers effectively.
I have a quad core, 8 gigs of ram (PC is about 5 years old), and I'm able to work with 4096 textures. I find it best to close all your other programs and allocate as much ram to Photoshop as possible. The program is slow, so just realize this and have patience
I just installed a new AMD 7950 and the 3d viewer runs extremely smooth now. With my gtx8800 it stuttered quite a bit. (I wish they would make it a stand alone program like Crazy Bump tbh.
yeah, it crashes for me every time, tried with different texture sizes - no go
also, for some reason cant load up my textures in previewer - all I see is blurred red question mark. Mesh is loading up, though. My guess is that video not supported.
Anyway, I think I figured it out, enjoying new pipeline now, very flexible and time saving. Just gotta make fewer material masks so PS wont gurgle when trying to apply mat. presets for 30+ regions - that was too much for it to handle
Here is a melee wrench that I created for the CeleryLand project. Ryan Demita from Bungie concepted the miner and wrench during a class demo and I though it would be a great asset to test out Ddo with.
So far I'm really impressed with Ddo and the quixel chainsaw tutorial had some awesome tips. The biggest problem I ran into was trouble switching from half resolution to production since the scale of the details changes.
low poly rendered in marmoset
and an in game shot
Btw. DDO TEAM > working on some update maybe ?
Also when I create the custom detail it is only for the Diffuse and I can't add a color. For example the Acid comes with a blue tint.
thanks!
Lee
i can not see save item in dDo.please help...
Then I think you just go file save in the Ddo panel.
I haven't gone in depth with it but i found a little bug/issue. When i full screen Photoshop and have dDo open, everytime i click on dDo it minimizes. So basically it means having to click again on taskbar to bring it up. As soon as i exit fullscreen it worked fine again. I don't know if this has been brought up before, so my apologies if it has.
Thanks for making this!
I want to apply this preset to a new texture I just opened. I see the option under the preset panels when I FIRST opened the new texture, I clicked my saved preset, dDo did it's thing and guess what, the preset didn't apply.
Is there something I'm missing? Does the preset have to be applied to an exact material color?
For the bug:
When I opened one of my WIP PS files I kept getting this warning that a handmade layer was not in the right place in my Diffuse materials group. After looking for about an hour and a half I could not find the custom layer it was recognizing. Everything was DDO created. When I opened the Materials tab and tried to click on a Mat ID DDO would crash. I found a work around though, if you first click on Spec, Gloss, Height, or Normal tabs then go to the Materials tab and switch back to Diffuse it will not crash and it has also prevented future crashes when going straight to the Materials tab.
I currently do not use the export maps feature in DDO because I save a lot and I noticed that every save creates new .tga's or whatever image file you are using. I would like to have the option to overwrite that file instead of making a bunch of other texture files. My current workflow is to use QSM and I use the 3-point shader to view my textures in Max. I think that QSM could be the problem for the custom layer issue. My computer is a little slow for the previewer.
I would also like to be able to re-upload my AO, NRM or other maps anytime. So if I rebake my NRM or AO I do not have to go back and redo my texture work. If there is a way to do this please let me know, I am fairly new to the program.
DDO is a great program and it has sped up my workflow a lot. I am still getting used to it and I am still learning. Thank you and I look forward to future updates.
Spent some time in DDO trying to do a decent weapon texture. Think Im starting to figure out how to work with the program now and how to create custom stuff. What I need to figure out now is how I can paint masks for different areas and add material detail to just that area. The mag as example would need alot more wear and scratches but I havent figured out how to just affect that area without having it be a separate material.
Ive tried several models with a Cavity map, AO, TS map- but have gotten crap results- it seems edge detection and cavity detection suck. I don't have a normal map as there is no low poly.
Anyone have any ideas? Or perhaps a good way to generate a quick low poly for a good normal bake? I've tried decimating the model in zbrush by 50% and baking- that works ok but with many errors.
I've gotten spectacular results with normal map- now only if I could get it working well without a lowpoly for production work!
edit: Im also generating the cavity map in Xnormal by using the high poly model in both the high and low slot- if that matters(perhaps im baking cavity map wrong?)
To add to the awesomeness here are some more recently released works by fellow polycounters we just had the honor of featuring:
Two of these are also being turned into full-fledged video breakdowns: Stephen Gibson will show his workflow on creating assets using nothing but a lowpoly, nDo2 and dDo, and Wiktor
Can you go into some more specifics about how these will work?
DDO 4.7 IS OUT NOW
Computron: UV seam minimization removes all cavity data near UV island borders. This means there will be less details in these traditionally problematic areas. This process utilizes the AO map background to find the UV borders, assuming the background is pitch black.
Although the mask exporter is still very basic, it allows for quickly exporting environmental and material detail groups as flattened masks, ready for use in material ID based shader pipelines. Details can be configured to be either additive or subtractive, and there is also support for exporting clean material masks without details (for base material separation):
- Teddy
reberhart: A feature for hooking up custom ramps will be part of the next release. Just to confirm this feature will cover what you are requesting, feel free to post a few sample position maps to demonstrate the various uses you are thinking of.
Thanks Millenia: Does this error happen directly after generating the project, or after having worked with it for a while? A new build (4.8) was released this morning with a few bugfixes and new features -- is this the one you are running?
Bug Report: When I'm done working, If I close Photoshop first and then I press "X" to close dDo, dDo will reopen Photoshop back (however dDo will close in same time)
Example of a position map here: http://www.allegorithmic.com/products/designer/features. The type of effect I would like to achieve with the position map (overall lighting gradient) here: http://wyksblog.com/2012/06/workshop-guidelines-and-resources/
Is this the kind of thing the custom ramps will enable?
Thanks,
Roger
Update: So it looks like after I unzipped it, it removed the zipped file in the DONOTDELETE folder. So that's the reason it just zooms in and out not unzipping.