I've a problem with ddo, i'm using the last version and photoshop cc 2014.
I loaded my maps, baked in xnormal and the result was quite weird, tried with another material, some military metal with lots of stuff, edge damage, rust, camo, etc and same result. its like it wasnt using the maps i provided (normal, ao and curvature, all baked from highpoly) to create the details of the smart material, and instead made some random thing, really weird.
opened the reimporter and left only the normal map, result made sense, so i then loaded the other maps one by one and found the problem to be the curvature map, not much of a problem since with ao and normal the details look right but thought i could report it anyways.
here an image to illustrate the issue:
and here the curvature by itself, 2048x2048:
also im not sure what setting should i use in texel size, so i always leave it default, 1024, could someone explain it, please?
Thanks in advance.
Replies
If you input both normals and curvature map, ddo will build his curvature mask from the curvature map you input and wont use the normals. I did search the topic quite a bit and so far my find is that ddo does a much better job when creating curvature mask (dynamask) from baked normals than from xnormal curvature map.
If you want to see for yourself, create a project by filling in your input map, add an empty layer, open dynamask and enable the curvature. Put all slider (fine, medium, large etc) to 100%. Now go to your photoshop window which should have the mask window opened, scroll down the layers until you see the curvature layers, shift (or alt, cant remember) click to view only one mask and check them one by one (sharp, fine, medium ect. ) There you can see what the curvature mask dynamask use, looks like.