thought it would be easy but cant do it. I got a diffuse that i want to be non glossy, and another diffuse i want to combine that has elements that are very glossy. These elements or whatever dont overlap in this case so i dont need to overlay. Not sure how this is done.
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That doesn't really have anything to do with NDO or combining normals. That's all handled in DDO. You'll want to make a Color ID map and then assign your different materials to it in DDO. With that your masking will be done automatically.
The manual
DDO intro
Color ID maps
This video also explains most of the important bits about working with DDO:
[ame]https://www.youtube.com/watch?v=0A7Pq8bY3SM[/ame]
And I'd highly recommend checking out the sample project files to see how they're structured.
As far as your normal map issue I´m not entirely sure I understad what it is you want, maybe you could post an image?
You can have many materials in one normal map. A lot of what defines a material as.. well, a material.. is in the specularity of how light plays off of the surface, which is why computer scientists invented the Specularity and the Gloss map (and other stuff like Metalness which is another way to achieve similar results.) Without a texture map to control your specularity a normal map by itself isn't going to do much for a model as it isn't primarily what defines a surface as a substance like metal. It's by combining a normal map for surface detail/bump with specular and gloss to control 'reflected' light intensity and size of highlights that you can simulate a material that looks like what it's supposed to look like.
Here's something that you might find useful:
http://www.marmoset.co/toolbag/learn/pbr-theory
http://www.marmoset.co/toolbag/learn/pbr-practice
Quixel is definitely great for getting you started on a project. It handles a lot of the set up and grunt work that would be time consuming to do by hand so that you can focus on getting results that you want. However the underlying theory of how light interacts with matter is important to understand regardless of what tools you're using since that's really what we're always trying to replicate or even 'fake' when we're making digital art. Your specular map will generally have brighter values and whites for shiny stuff like metal and be darker, sometimes almost black in areas that aren't shiny, like soft rubber.
This is why I recommend taking a look at the sample projects Quixel provides so you can poke around and see what makes them tick and deconstruct their Albedo/Normal/Specular/Gloss/etc. maps to learn how they work and interact with each other.
I'm not entirely positive by what you mean about not having edges "outlined" at UV borders. Do you mean fading out a normal near the borders so it doesn't make a harsh line when it crosses over the seam? So like for the back of a head, not having hair that obviously doesn't line up?
(It's that word "outlined" that's throwing me off here methinks.)