Hey guys, This workflow is very much possible, and a few things are underway for making it easier in 1.4. The key is color links & project presets. - When setting up the project, make sure all colors are linked with the type of materials you wish to associate them to (Blue to Metal/Steel for instance). DDO will remember…
I have a model that in Max has multiple textures and multiple Material IDs. I am told that UE3 will handle this with little to no problem. What I can't seem to figure out is how to associate Materials made in UE3 to the material Id's specified in Max. Won't I have to rig up a separate material for each ID in UE3? A shove…
so i have a scene in maya and have grouped certain items accordingly now i want to isolate them using ID map but when i am applying id aov it is giving me id of different objects which i dont want i want a single colour for a group of objects so i can isolate it pls help..
Thanks for the reply Gruntpunch. Well what I mean when I refer to fuziness is he the fuziness slider in the Multi Material Blend node. It lets the color ID range out further than the picked color. When it comes to having no anti aliasing in the ID maps, well it does neutralize the black border issues BUT many times things…
So essentially Im using Material ID maps now in my workflow with newer game engines. Essentially what I need to do is quickly make multiple masking layers in Mari based on the coordinates of the material ID. I found a decent way of doing it throught exporting the black and white masks out of photoshop via dDo. Does anyone…
Hello, I switched to max ... And when i bake a color map for ID map purpose. It seems that max change the color at baking even if i use the Ddo swatches [fbx] so Ddo is not able to read anymore the material based on the ID color map generated by max ... Do anybody was able to generate a decent ID map with max [wich Ddo…
Hi everyone! I want to make a photorealistic hair of character in UE4, but now I have a problem. When I read the ue4 tutorial of photorealistic character, I found they use a Unique ID texture, and I also found the hair rendering of Uncharted 4 they also use id map for variable specular. I have no idea how to generate this…
Issue .. colour ID anti aliasing with Zbrush - xNormal - DDO pipeline So I've been following some tutorial videos for using Zbrush, xNormal and DDO. Colour Id's being created in ZBrush and the maps exported with xNormal. The video suggests simply using a hard edged brush is enough. I've also tried solid coloured subtools.…
The problem here is that objects don't have material ID's, only faces do. You can get around this by grabbing the material ID of a random face on the object and assuming that's the correct material ID. But, this breaks if you have multiple material ID's on an object.
Hey Guys, I ran into a bug with the mask ID editor. When I right click on the dynamsk in the DDO layer window it opens the ID editor. When I click on the ID I want to select DDO throws this error. I am using 1.8 and Photoshop CC, if you need anymore info just let me know.