Greetings Polycount,
I am currently a 2nd year game design student studying environment design, I recently picked up nDo2 and dDo after seeing the great reviews it has gotten. I have been playing with it for a couple days now and I have to say that it is fantastic! I love it, I was able to make a whole SciFi corridor in a few hours and it was relatively easy to learn. My only question is, is it wrong to use it? I see lots of artist saying not to use dDo and I was wondering what the reason for that was. I am able to create a similar texture it just takes way more time and using dDo seems to save loads of time and it still looks fantastic. Anyways just wondering why people say not to use it.
Replies
The argument against dDo (that I'm aware of anyway) is that it becomes a crutch and stops people developing their texturing skills, as they just add detail presets, play with a slider or two and call it done. Once you become aware of this pitfall though it should be easy to avoid it.
dDo helped me understand how d/s/g maps come together for different materials which is why I don't think newbies should be discouraged from using it (some people think they should avoid it until they know the non-dDo workflow / general texturing ideas); as long as its not treated as a one-click generate art button then you're fine.
Probably stay away from the 'make texture presentation' thing though; it looks cool but obscures too much of each map imo (if you're looking for crits anyway)
I think it's fine as long as you don't come to rely on it. If you already know the texture workflow without using dDo then go ahead and save your time by using it. I don't work at any studio so maybe somebody else can comment on it, but I'd imagine a lot of studios use this tool to help save time so it might actually be better for you to understand how to use it so you can incorporate it into your workflow.
That hits the nail on the head imo. They save you a TON of time, which is fantastic when you have a deadline, but sometimes you don't have all your tools at your disposal (budget, major software updates, style constraints, etc.) so you should know how to get by without them, albeit with a few handicaps.
I think it is important to know how to do these manually, as it is a skill and not every studio you work at will have access to these programs. that being said, once you know how to create these, the ability to crank things out faster to meet deadlines is awesome. I would say the biggest key for me was learning how to manipulate the masks across dDo and use multiple subtle layers so that the textures are not instantly recognizable as dDo creations.