For making such an incredible product. Very happy with the results so far. DDO has improved my texturing greatly!
Attaching a render of a medieval type of iron cannon i´m working on. Work in progress but i like the way the metal came out and the dirt.
Zbrush- Quixel DDO- Octane render HDRi texture light mixed with daylight.
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Attaching the node setup for the metal parts. I split the model up in 2 parts. One for metal and one for wood because Octane cant change the index values with a map so there is no way miximg wood and metal on te same UV map.
My material set up is very straight forward as you can see. I used to make super complicated setups before using DDO (dirt nodes, mx material etc) but now with the freaking awesome maps DDO generates it makes it so much easier. For me at least as im not a texturing expert.
The only thing i did on the maps was flip the green chanell on the Z brush generated normal map after i was done with DDO. I also inverted the glossy map. On exporting the maps i used the PBR generic setting.
Glossy shader on all materials.
On the gun carrige i used a color corecction node to boost the glossy maps contrast but could have done that in Photoshop to. The only other differenxe on the wood was index set to 1.33 instead of 1.0 used for metal.
Thats it really so very standard.
The lighting is texture HDRi and also Octane Daylight set quite low as a fill light with sunsize 30. The HDRi did cast a very directional window kind of light so i used the daylight to fill in the shadows.
500 samples Path tracing rendered in about 1min on a single Titan GPU in 4k res.
For DDO i used low poly workflow as i think 100k polys is quite low. So all the maps i used was Color iD, Tangent Normal , Object space normal and an AO map. DDo generated a good curvature map from that.
[ame]http://www.youtube.com/watch?v=_fb5tHXpCPs[/ame]
Gordon, will try some other export settings later. Thanks fr the tip.
- Teddy