Hi
https://gyazo.com/76b4b260e7d7efc877dc9427d9b0ab5b
I find out that this texture has this small issue after generation , what can it be due to ? this time I used the right models and so is not an issue of the model / uvmap , I checked the AO and is fine as well as the ID color map wich are the only input maps I used, the rest is generated in DDO .
Replies
The issue you're experiencing is something related to your UV layout, normal map, AO, or due to some problem in your mesh itself. This is not something related to DDO. It will only work with what it is given, and you can see that there's masking being generated around the problem area which would suggest trouble with your input maps. Try cleaning up your maps before importing into DDO.
I'm going to need for you to start consolidating your threads into a single master thread. You currently have nine threads in our subforum. Please use one thread at maximum unless a significant issue requires making another thread. This will help us keep the subforum easily readable for all users and will also make it easier for people to find solutions to their problems from Google searches. Thank you!
I think the problem might be in the autogenerated maps , in particular the curvature ,
this is my new uv and the model , wichpresents no problems.
thats how appears inside the 3do render bare without textures
this is one of the baked maps in DDO wich presents some artefacts dunno from where .
here another map
may be I can sendyou the model to see closer what can it be wrong when generating the textures?
Anyway I sent you a message with files, I really hope you could help me fix the problem .
Please don't hesitate to let us know if there's any bugs in the software that we can fix for you!
This is the same model , the first has dense edgeloop ( despite not so dense in high poly terms its like 4 lines near vs 1 in the following model )
Here is the model with reduced edge loops in the model
btw the model is not exactly the same but regardless is the symmetrical counterpart in the mesh so its the same one just mirrored .
I have only reduced around the small squared thing on the top , in general as you can see the gray seams are reduced ...
Now I am wondering , since the uvmap are clean in those positions, is DDO not able to render well narrow lines or is the UV that is too big for DDo to handle when it has too many little details in size relating to those edges?
Or perhaps there is some special setting that may be makes increment the resolution level of the baked maps to avoid those artefacts or else?
btw mine is not a criticism is a request for help and I am loving the program that I think its fantastic , but I am not able to adapt to the high poly in this case.
Opinions ?
Sorry about the trouble.