We will be releasing the presets and its freshly created details for The AK as well as the Remington Chainsaw, from the previous dDo tutorial, in the next dDo build!
I am also getting a similar error like Schneller with the 64 bit version. I get that dDo loading bar that just hangs at 50% even when completed. When the texture is updated in the model viewer. No Script Alert issue just a load bar that hangs around till dDo is closed.
Potential bug report:
when I CTRL click on mask button I expect diffuse mask to be copied across to spec, gloss height, yet I dont get that behavior? Am I doing something wrong?
Picked it up yesterday, the 5.0 update was just to sexy not to.
Just some minor things that I have noticed (maybe I am just doing something wrong).
-When maximizing the previewer it doesn't keep in mind the windows taskbar all the time, so somtimes the options at the bottom get hidden behind that.
-When working on a project, and sometimes opening/closing the previewer, the preferences (such as the environment/the rotation of it/exposure) seems to reset to default.
and/or is there a way to set certain options (such as the environment rotation) to be off by default?
Cross posting from WAYWO. I have been working more and more with DDO to get familiar with the workflow. I'm REALLY liking it so far. I textured this guy completely in DDO and it helped me get used somewhat to the workflow. Had some problems with that offset bug and also managed to break one of my workfiles so I had to restart. Both problems seem to be related to zipping and unzipping so I have stayed away from those two out of fear of breaking my file.
Schneller, Gheromo, Assassin0323 & nightfrontier: Thank you all for reporting! These issues have now all been addressed in dDo 5.2 -- big thanks for making it better.
On that note...
Thanks to awesome reporting dDo is becoming increasingly faster and more stable. A break-down on the most notable changes:
NEW FEATURES
Added advanced custom map loading UI controls in previewer
IBL shader now supports custom emissive and transparency maps
Now possible to focus on mesh in previewer by pressing F
Detail parameter tweaks are now shown straight in previewer
Improved workflow for creating stylized/painterly presets
Automation Hub settings now persist between sessions
Added support for hot-reloading maps when in self-lit mode in previewer
Material detail parameter tweaking now masked using the currently selected material
Added the latest Material List maya tool, courtesy of Dennis Porter
Added always-on-top UI pinning toggles for main and previewer windows
Forced previewer anti-aliasing and added extra screen-space anti-aliasing toggle for ultra smooth results
BUG FIXES
Fixed crash when clicking on map input slots
Fixed issue where unzipping could offset details
Fixed bug where details would get offset, including Nudges, Base, Drift, Long, SelectiveScratches, SuperSharp and GeneralDirt
Fixed bug where Photoshop would be launched when dDo was closed
Fixed bug where detail reflectance opacities would only assume diffuse opacity
Fixed bug where masks would not propagate if previewer was open
Fixed bug where custom loaded height map would break normal bump generation
Fixed Illegal Argument alert when loading certain stock material palettes with RGB matching mode
Fixed bug where texture loader progress bar would sometimes get stuck
Fixed bug where details containing occlusion and object space filters would not get properly generated
Fixed bug where detail visibility could not be toggled
Fixed bug where material auto-zipping would fail if no environmental details were loaded
Hey there, i love the tool so far but with 5.1 and 5.2 i always get a strange error after adding Material Details, im working in Full res and the Detail that caused the Error is named Blurryedge :
The thing is, i didnt do custom or handmade Layers...that also caused the Model to look like that its harden edged:
update: So i digged a little deeper and it seemes, that the Normal Map of that Material got messed up:
Update 2: Problem solved, had to delete 3 Materials...i think what caused the Problem was moving it up in the list?! I had to delete 2 Layers in the Normal Map Layergroup by myself because they stayed there after deleting the Material Detail.
How can I load custom textures to previewer ? I load my mesh and trying load texture (.tga), but nothing is going, ddo only create copy in .jpg format and name it: _d, _s, ... . When I try load this .jpg, same nothing. So, how load it ?
Question is not about how create texture in ddo, but how load custom textures to skyshop ( version 5.2 offers browsing hdd and load texture inside skyshop), because this didn't work that I think this should ?
My guess is, its the same as nDo2, where you have a few documents open and each document represents different texture. And to link them you have to open document you want to link and then in dDo attach it.
Is it possible to change the color map and then let DDo update automatically? For example If I want to add some color groups for other materials without resetting the whole project and hand painted maps. I understand that i can save a preset and then re-generate the project (But then the hand painted maps/alphas will be lost.
Hey!
I'm trying it out at work and I found that if I manually type an opacity value on a detail, it doesn't update the texture, even if I disable and enable it again. I gotta drag the slider with the mouse manually to be able to see it!
Fonfa: I found that issue a while ago, the only work around is to type the value that you want then click on the slider and it will update with that value. Hope that helps.
try this www.quixel.se/dDo/dDo_release_53e.exe , also exit out of the color mode and save out material presets and then recreate project. Also try to do a production render. Hopefully it helps.
try this www.quixel.se/dDo/dDo_release_53e.exe , also exit out of the color mode and save out material presets and then recreate project. Also try to do a production render. Hopefully it helps.
Im kinda new to ddo, so i have no idea how to do this.
also now im getting this error when i load in my psd
I was getting same thing few days ago after making detail layer, dDo has made 2 copies of it, I was trying to undo it and missed 1-2 details. I had to go through PSD manually to delete remaining ones. Also another solution is to take what you have now and save it out as a diff / spec / gloss and load them into new project and work on top of it. Essentially thats what you should be doing anyways really. I wouldnt rely on dDo 100%
I was getting same thing few days ago after making detail layer, dDo has made 2 copies of it, I was trying to undo it and missed 1-2 details. I had to go through PSD manually to delete remaining ones. Also another solution is to take what you have now and save it out as a diff / spec / gloss and load them into new project and work on top of it. Essentially thats what you should be doing anyways really. I wouldnt rely on dDo 100%
i was actually seeing that last night, about the duplicate detail layers. i thought i had deleted all of them, but i guess not. damn. did yours get fixed after manually deleting the layers?
creating new maps from what i have now seems a bit destructive..
I actually didnt fix it at a time as I completely ruined my PSD. however on the next occasion when that happened, deleting layers manually fixed issues as I knew what to do straight away. It is destructive, but it wouldnt be much of a problem to paint out small details u dont want to keep extra 2-3 mins worth of work. What I do now to avoid issues I make sure I save presets all the time now, as it is easy to recover that way.
@MeshModeler, you probably have something outside the material hierachy, all maps that you make yourself have to go inside one of the custom slots. If you post your psd I may be able to have a look at it and fix it. If youre uncomfortable with that thats okay try taking a few shots of your layers and post that
@MeshModeler, you probably have something outside the material hierachy, all maps that you make yourself have to go inside one of the custom slots. If you post your psd I may be able to have a look at it and fix it. If youre uncomfortable with that thats okay try taking a few shots of your layers and post that
but thats the problem, i havent created any custom layers. Ive looked at the psd it seems ddo duplicates a lot of layers for some odd reason..
Hi, I am new to Ddo. I wanted to ask if it possible to get good result from ddo without a normal map?
Not impossible but a large percentage of what ddo does is based on tangents, ao contrast etc. You can try with just using a Object space map and an ao map . But you will definitely get better results with one. What are you working on?
i've been looking all over for this and i cant seem to find it (i think i recall it was in the chainsaw tutorial) but is there anywhere that explains how to go from working at half res to full res?
Has anyone had the problem of the viewer making their model have holes in the shapes of triangles? I exported the mesh as a obj. in max and check all the settings. normals-tex cords-smoothing
Has anyone had the problem of the viewer making their model have holes in the shapes of triangles? I exported the mesh as a obj. in max and check all the settings. normals-tex cords-smoothing
I had the same issue, triangulate your mesh before export - in the OBJ export dialogue switch the faces drop down menu from Quads to Triangles.
That worked like a charm! Thanks Justin. One more quick question...since the color map just reads color information off the bake is there a list of just what those colors are so you can skip that part and just paint a custom map quickly without projecting?
yes, there's a photoshop color swatch in the DDO folder you can load up, switch your swatch from "small thumbnail" to small or large list and you'll have material names for all the colors.
I've only messed with DDO really quick without watching any tutorials, so the wood swatch ended up looking like a block of aluminum with glossy brown paint that wore off at the edges. I'm sure I goofed something up.
Hi. Loving Ddo thanks so much. Would love it if someone could answer this question.
Is there a way to swap out your colour map at anytime without destroying the .psd? Or any of the 5 maps I use? Sometimes I find I've not assigned enough materials before baking and I'm half way finished. Be awesome to somehow bake another colour map, or ao etc and import it into ddo without losing work.
ive had to rebuild my psd from scratch 3 times now, thnakfully i saved my presets.
it would be nice if ddo selected which handmade layers are messing with the ui so we can properly delete them
thanks
best way to get rid of this is to delete material detail that exists in photoshop but not in DDO. So if you look at your diffuse group in PS for the material your working on when this error happens, and there are material details that are not in DDO, delete them. Sometimes they don't delete in PS when you delete them in DDO, or, they somehow disappear from DDO but not PS. Then you need to go through all maps and remove the same detail (diff/spec/gloss/normal/height)
Be great to nail all these bugs and boost performance. I dont know about everyone else, but my texture workflow hasn't 'sped up' a lot using DDO cos of all the bugs, crashes and low performance.
Whats with the squares in the colour map? Anyone having this issue?
edit: This is everywhere on the colour map. When I zoom in on the original baked colour map in PS I can see a ton of little squares.
And why are the photoshop swatches different shades than the colours on the baked map?
RESOLVED (well....kinda)
This issue I spent all day on trying to figure it out. I ended up having to overlay texture detail as normals to fix it.
those squares look like compression artifacts generated from gradients in the diffuse, specular, or normal map. This could happen when u use a heavily compressed image into ur texture.
Hello, hmm I wanted to know if it was possible to get my details " Tilled "?
I have this issue where my barrel show a seam behind and I would like to avoid this without having to Tile every thing by hand . Not that I don't want to, just that maybe someone knows a way to fasten things up on that side.
Hello, hmm I wanted to know if it was possible to get my details " Tilled "?
I have this issue where my barrel show a seam behind and I would like to avoid this without having to Tile every thing by hand . Not that I don't want to, just that maybe someone knows a way to fasten things up on that side.
ugly seam.
Yeah I dont know if it's possible but it would be amazing to have DDO recognize outside UV edges and not add detail to them. No idea how that would be possible.
For now, I'd just use mudbox to paint out the seams.
Replies
We just released a new tutorial covering the creation of the texture for The AK, as well as explaining the new features added in dDo v5.0.
[ame="http://www.youtube.com/watch?v=1BboBgjGARc"]Complete dDo 5.0 Breakdown - The AK - YouTube[/ame]
We will be releasing the presets and its freshly created details for The AK as well as the Remington Chainsaw, from the previous dDo tutorial, in the next dDo build!
Cheers!
I'm on Windows 8 and CS6 64bit using the newest exe from the Quixel website.
when I CTRL click on mask button I expect diffuse mask to be copied across to spec, gloss height, yet I dont get that behavior? Am I doing something wrong?
Just some minor things that I have noticed (maybe I am just doing something wrong).
-When maximizing the previewer it doesn't keep in mind the windows taskbar all the time, so somtimes the options at the bottom get hidden behind that.
-When working on a project, and sometimes opening/closing the previewer, the preferences (such as the environment/the rotation of it/exposure) seems to reset to default.
and/or is there a way to set certain options (such as the environment rotation) to be off by default?
On that note...
Thanks to awesome reporting dDo is becoming increasingly faster and more stable. A break-down on the most notable changes:
NEW FEATURES
BUG FIXES
GET 5.2 HERE
The thing is, i didnt do custom or handmade Layers...that also caused the Model to look like that its harden edged:
update: So i digged a little deeper and it seemes, that the Normal Map of that Material got messed up:
Update 2: Problem solved, had to delete 3 Materials...i think what caused the Problem was moving it up in the list?! I had to delete 2 Layers in the Normal Map Layergroup by myself because they stayed there after deleting the Material Detail.
best regards Dave
Can you elaborate?
Thanks
Question is not about how create texture in ddo, but how load custom textures to skyshop ( version 5.2 offers browsing hdd and load texture inside skyshop), because this didn't work that I think this should ?
I'm trying it out at work and I found that if I manually type an opacity value on a detail, it doesn't update the texture, even if I disable and enable it again. I gotta drag the slider with the mouse manually to be able to see it!
after 2 clicks ddo crashes again
will someone help look at my PSD? i needa save this project
Im kinda new to ddo, so i have no idea how to do this.
also now im getting this error when i load in my psd
i cant even refresh my psd
i was actually seeing that last night, about the duplicate detail layers. i thought i had deleted all of them, but i guess not. damn. did yours get fixed after manually deleting the layers?
creating new maps from what i have now seems a bit destructive..
ive had to rebuild my psd from scratch 3 times now, thnakfully i saved my presets.
it would be nice if ddo selected which handmade layers are messing with the ui so we can properly delete them
thanks
but thats the problem, i havent created any custom layers. Ive looked at the psd it seems ddo duplicates a lot of layers for some odd reason..
Not impossible but a large percentage of what ddo does is based on tangents, ao contrast etc. You can try with just using a Object space map and an ao map . But you will definitely get better results with one. What are you working on?
I had the same issue, triangulate your mesh before export - in the OBJ export dialogue switch the faces drop down menu from Quads to Triangles.
I've only messed with DDO really quick without watching any tutorials, so the wood swatch ended up looking like a block of aluminum with glossy brown paint that wore off at the edges. I'm sure I goofed something up.
Whats with the squares in the colour map? Anyone having this issue?
edit: This is everywhere on the colour map. When I zoom in on the original baked colour map in PS I can see a ton of little squares.
And why are the photoshop swatches different shades than the colours on the baked map?
RESOLVED (well....kinda)
This issue I spent all day on trying to figure it out. I ended up having to overlay texture detail as normals to fix it.
Is there a way to swap out your colour map at anytime without destroying the .psd? Or any of the 5 maps I use? Sometimes I find I've not assigned enough materials before baking and I'm half way finished. Be awesome to somehow bake another colour map, or ao etc and import it into ddo without losing work.
Wish there was a symple solution for that.
Anyone?
best way to get rid of this is to delete material detail that exists in photoshop but not in DDO. So if you look at your diffuse group in PS for the material your working on when this error happens, and there are material details that are not in DDO, delete them. Sometimes they don't delete in PS when you delete them in DDO, or, they somehow disappear from DDO but not PS. Then you need to go through all maps and remove the same detail (diff/spec/gloss/normal/height)
Be great to nail all these bugs and boost performance. I dont know about everyone else, but my texture workflow hasn't 'sped up' a lot using DDO cos of all the bugs, crashes and low performance.
I do love it though
those squares look like compression artifacts generated from gradients in the diffuse, specular, or normal map. This could happen when u use a heavily compressed image into ur texture.
I have this issue where my barrel show a seam behind and I would like to avoid this without having to Tile every thing by hand . Not that I don't want to, just that maybe someone knows a way to fasten things up on that side.
ugly seam.
Yeah I dont know if it's possible but it would be amazing to have DDO recognize outside UV edges and not add detail to them. No idea how that would be possible.
For now, I'd just use mudbox to paint out the seams.