K, i have a problem loading custom models in the preview window. The Filebrowser isn't showing any files: Here it's not even showing my drives etc, just an empty white screen. The same thing happens when loading maps via the preview window. I'm using the latest version, 4.6. *edit When i put an obj file in the root folder…
yes, there's a photoshop color swatch in the DDO folder you can load up, switch your swatch from "small thumbnail" to small or large list and you'll have material names for all the colors. I've only messed with DDO really quick without watching any tutorials, so the wood swatch ended up looking like a block of aluminum…
I broke dDo. I did something, perhaps it was in all my manual adjustments of the alphas in the layer editor or something but whatever the case, one of my materials is uneditable now. The material color have a slight gradient applied (which I guess means uneditable?). Trying to adjust them in "quick-reflectance" drop down…
Ahh... oh well if you want to install it again(or anyone that has this problem, CS2 and CS5 installed) and use dDo on CS5 you just have to go to AppData/Local/Quixel and there should be a dDo.exe folder and inside it open the .config file inside with notepad and Change the Photoshop Path to the exe you want. Just wanted to…
Thank you all for the great reports! I'll have a new release ready tonight hopefully addressing all of it. Jonas Ronnegard: Try moving your installation folder to D:/ and let me know if this helps. The dead-lock could be due to UAC restrictions. Autocon: In Edit>Preferences, go to Normal Swizzle and check Flip Y. This…
Definitely worth testing - sort of linear version of Substance Designer :) Run into problems with first test: 1. Tried to apply maps on cube exported from 3ds Max (properly UV'd), tested with all different Guruware (gw::OBJ-Exporter) OBJ settings + with or without material or smoothing groups on the mesh. 2. Neither load…
Should we be rendering out our color maps with anti aliasing? How does dDo handles its selections in this case, as the colors end up interpolated? How does nDo bake out its selection maps? How interoperable is nDo with dDo? Any special features in this regard? Also, should we be baking out our normal maps in Unity tangents…