So you block in base colours, and then this program generates first the diffuse (using tiling textures for blending, some black magic here) and then from the generated diffuse it makes the spec/gloss? Sheeeiiiiit. While I can see this speeding things up HEAPS (esp for quick concepting), I assume artists would still have to…
auto generating gloss diffuse spec and height based off of base colors and the normal map? Looks like there is also some new features that will lay down some grime and damage based upon the edges in the normal map. SICK
This is what I fed in to dDo: The diffuse was just my base colors + decal art from the original textures, the color map (or more appropriately, the material mask) just has each material type as a different color so when I bake it I can chose "match my materials by color." Then just normal and AO maps. You can also uncheck…
Anyone who relies heavily on this tool to make most of their diffuse will not get far in this industry. So far, it's really only good for getting smaller bits of details or very base textures to start working off of. If anything I think it's a great alternative to some of the overused photo reference that's out there…
Fun tool! has some definite potential to save a lot of time. Only messed with it for a little bit, because honestly its pretty slow/unresponsive. Was able to get some decent results after a bit of messing with it, and waiting 15 min for it to set up the file :P However! the results in the time spent are awesome! The PSD…