Here is a guide a user in our private beta made explaining some of how the look dev process can be used inside of the new DDO. I plan on making a video for this real soon. DDO Look Dev is the process of taking a render or screenshot of a model with no uv's and texturing it using the tool in 2.5d right inside of Photoshop. This allows you to prototype looks as well as play with the model right before you start getting into the low poly stage. Since this is all done right inside of DDO you can then save the work you have done on the 2.5d piece and apply it to the low when it is done and uv'd to get a head start on the texture process. Curious to see what you guys come up with!
Look Dev:
http://quixel.se/usermanual/quixelsuite/doku.php?id=ddo_lookdev
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But maybe even cooler in some ways since there's no rendering and it's more interactive and quick to iterate. Really neat to see people thinking outside of the box like that.
Thanks for sharing Ryan!
Then for the Ao, Normal and Object space Normal I created a mental ray material and plugged the AO map in to the Surface slot of the material
Then I instanced that to the material over ride option in the render setup so that I dont lose my material id colors.
Then with this active I can change the "Type" in the AO map to the correct map and render it out. I used the "AO", "Bent Normal" and "Bent Object".
I would like to figure out how to get a curvature map. I also have to get used to the new DDO but with the couple hours I played with it I was able to change the materials and try out all kinds of combinations. This is not the final product but I save the project and can fool with this as I like.
Since you're working with a 2.5D object, I'm guessing you're not importing an OBJ - so what do you do once you've loaded in the diffuse/normal/occlusion maps and generated your textures? Do you import a quad into 3DO for previewing?
Thanks in advance.