Hi
I've been trying to use quixel ddo to generate some edge wear maps but I'm not getting a decent result. I'm sure I'm doing something wrong, I already watched some tutorials but still can't figure this out.
When I apply a material preset, for instance some metal with worn edges, all the generated maps are completly off scale for the object. They are so "blurred" and the edges are all so rounded that the effect isn't achieved. The only way I can get close is by editing the masks insisde ddo and chose something like sharp curves. Only then I get the edges masked where they should be, all the other mask presets fail.
I'm sure I'm doing something wrong here.
I'm attaching 2 images I made using the sharp curves mask preset. The textures are aliased and don't look good. The maps are 4096x4096.
Any advice?
Replies
I'm using AO and Curvature created in Xnormal (4096x4096).
In the wiki they suggest to use an AO map with a photoshop high pass filter on it as curvature input, but i find you lose a lot of edges this way. it work fine to get thw cavities though.
So what is the best way to achieve the worn edges effect on this kind of low poly object with DDO?
There's no easy way to work with model that has no normals map baked for high poly to low poly. I personnally work with curvature map that i paste in the custom mask folder (when dynamask is open) . It's a lot of trial and error from there.
Thank you, I think now I understand what's going on. Seems that it's still better to hand paint worn edges...
Ok but then the only advantage is having a 3d preview of the material, handpainting the texture has o be done the same old way.
It's still a poor way to use quixel suite i know. I wish quixel will make a working solution to make use of curvature map with ddo in near future.
No it's not a uv screenshot. It's just that there's not any curved surface, only right angle which create either thin white or black line. Here the white lines are convex angles and the black one are concave.