Hi , I was following this tutorial
https://www.youtube.com/watch?v=1BboBgjGARc#t=370For max, but the only file I could file to import was a fbx file , wich indeed imports a lot more materials than the ones showed in the tutorial , but are not placed in a nicely organized multisubobject material , instead all have single one and is a little messy to have to manually over and select each ball to see what is what , I did a bad import or I am missing something on how to turn all those mats into one single multisubobject one?
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You're working with dDo Legacy tutorials instead of DDO tutorials. Are you attempting to create a material with dDo Legacy?
Here some of the questions .
http://polycount.com/discussion/173606/high-poly-workflow#latest
My question now is if I import an external baked curvature map , I have tried to edit it in ddo to reduce the thickness of the borders on the edges of the things , but no success , no matter what mask I tried the curvature is used for the edge and there is no way I can reduce ... Is that correct or I am missing something ? How eventually can I do to have narrow edge scratches without haveing to make multiple esternal tests with curvatures?
In meanwhile Is it possible to load multiple meshes and projects at the same time and visualize all the meshes of theproject in the viewer?
Not sure why your gold texture won't appear. Ensure that the material is loaded correctly.
Or not at all .
Also for multiple models, if I load and save the project , load and save , load and save, after can I load all together to compose the scene inthe viewer?
The gray stripes happen when I use supersized textures like 8192 x 8192 , wich was my workflow , seems I did not get when I worked with smaller textures.
The gray stripes are part of the rendering engine of quixel and not due to texture generation ...
The black dots are instead created by DDO in the curvature map , I had this problem also with the large textures, and I had overcome it by manually selecting the black dots, and filling with a gray color then blended with a blur and manually editing the seams .