Eric is right i used the Composite Map in the Diffuse Channel not the Composite Material. Just pick a standard material and add a Composite Map in the Diffuse and you get what you see in my Screenshot.
Eric - It's an English PS version, there should be plenty of memory as happens at start, I can't find anything that would be blocking ddo, and previous non suite versions of DDO worked just fine for me.
@Eric Chadwick I just checked all my cookies in Firefox, and for some reason I had about 20 cookies created by Polycount. I deleted them all and we will see if that helps.
Hi Eric, the grab looks a little too blury. I have leveled my masks to be really sharp. If i sharpen any mor ei have no antialiasign left, but i can try that.
Eric beat me to it. Make sure your uvs are in 0 to 1 space as well. I just did a test and it seems to work. I attached the test scene. It's just cylinders baking to a plane.
Awesome, thanks Eric this is exactly what I was looking for. Does the Wiki have any information on material/detail/dirt masking? I would love to adapt that more into my workflow if I can.
Well, Wind Waker is the best Zelda game cus dem waves and oceans... Agree with Eric on the particles, though of course this is looking rad. You picked a very pretty subject with this project sir :smile:
Many thanks Eric, a simple solution that worked wonders. the thing is i found a new problem :P when i render the scene, the lightmap doesn't show up ( therefor no shoadows), is there a way around that?
Eric nailed it! There's lots of good reference there, and the first follow along I did that really gave me a solid fountain for hand painted textures. http://wiki.polycount.com/w/images/b/b2/Handpaintingtut.jpg
Eric Chadwick Wow, thanks alot. I can't believe that Snap option always was there and I never noticed that =| And I'm gonna try that script right now. P.S. I use 2016 version