I have a mesh I'm testing things out on. Although I have some material ids, there are some bits I want to add to.
If you look at the knee pads on this mesh, I originally had it as part of the trouser, but think it looks better as a different material.
I added a smart material, and masked it manually using a painted mask. Works great however, you can see it's picking up the cloth material from the normal of the trouser material. You can see what it looks like when I switch off the trouser material. Is there any way to avoid this?
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Is there a way to use my hand painted mask, and use it to make this selection a new colourID?
Save project as some other name also just for backup.
Close the project.
Open the id texture and change that spot to a different color. save the texture.
Open the original normal map and either flatten the normal there or add the texture your want. Can do this in Ndo also.
Open the occlusion texture and even off that spot or place the appropriate conversion from your normal map.
Not sure what other map you are using but, you get what I am saying.
After saving all these maps. Open one of the projects, and use the re importer and see if that does the trick for you.
Hope that helps out.
I tried to use 'copy mask' from the material and 'paste mask' on the main material, thinking all i'd need to do was invert it. But it did't paste anything.
I am fairly sure I saw something that would let me turn a mask into a Material ID, but can't find it.
I did it manually by copying the hand painted mask layer (in Photoshop), inverting it and adding it to the mask for the main trousers layer. Worked, but I'm sure there is functionality to do this that is not working. What is copy mask for otherwise?
How do I copy a hand painted mask (for the material group) and apply it to another material group.
Or, can I take a handpainted mask, and quickly (ie at the press of a button) make it a material ID?
How do I copy a hand painted mask (for the material group) and apply it to another material group.
Or, can I take a handpainted mask, and quickly (ie at the press of a button) make it a material ID?
when you have dynamask open, you can clic on the brush icon (buttom of ui window). It will take you to the custom mask folder in the photoshop window. It has a green marker next to it. that's where your custom mask should be if you did one.You can copy your mask from there and paste it in another material custom mask folder.
if you created a mask using dynamask ui and added a custom mask, you can still use ddo copy paste feature, but you will still have to manually copy/paste your custom mask.
Any idea about the question of creating a material ID from the custom mask?
As for material ID, again you can just copy your custom mask, open your input color id map, paste your mask and paint an id color with it, though make sure your custom mask is high contrast. Dont think it would work with blurry stuff. Then just reimport your id color map.
Don't think there's a way to do that within DDO ui.
There are a few way of copying a custom mask. Simply copying and pasting a mask won´t include the custom paintings though, but you can always duplicate the layer and switch out the material. You can also copy the mask (click the mask in the layer stack ctrl+a, ctrl+v) create a new document and save the mask, then you go to dynamask editor, click the the "import grunge mask" at the bottom, now your mask is pasted as a smart object, just resize it and hit done, and you´re done!
I realize that neither of these ways is optimal, how would you guys prefer it to work, ideally?
Regarding how I'd like it, what DDO does for me is allow incredibly complex PHotoshop layering without me having to understand layers. I'd much prefer a solution that is implemented in the DDO interface, rather than me having to work in the PS layers.