The benefits are more options and features in the 3Do preview renderer which include a really nice physically based shader (Although to what degree its physically based, I am not sure, and I would like some specifics about the shader) with an image based lighting system. It's built in, so you're not using marmoset toolbag…
The bugs related to zipping have been tracked down and killed -- thanks Pynion and C86G for reporting! Elod.H: Although the beta is over we're looking into resetting the trial on a global scale, seeing as the new release of dDo introduces such fundamental improvements. On this note, I'm absolutely stoked to announce dDo…
Hi, I'm still having mesh problems. I'm using version 3.6 (I did install it on top of the old one, though.. ) I added normalmap & lowpoly slots without any additional changes: with another object: I also opened same files with marmoset toolbag witout any problems:
Trying out dDo for the first time with the new Marm update. In marmoset I always need to flip my green channel to get my normals to display correctly. They have a check box for this in Marm proper but dDo dose not. I really dont want to have to manually flip my textures normal, would love just a tick box :)
wow, there are some amazing pieces here! Here is a melee wrench that I created for the CeleryLand project. Ryan Demita from Bungie concepted the miner and wrench during a class demo and I though it would be a great asset to test out Ddo with. So far I'm really impressed with Ddo and the quixel chainsaw tutorial had some…
Hiya, started using dDo last week and I'm really liking it! Dig the Marmoset integration... I have one small issue I hope I can get an answer for. I've created my material base and later updated this by painting in different areas of the sheet from what I initially had. I then ran the new production render and everything…
You gotta put the details to the specific material defined by the colour map. If you put detail thingos in the Environment tab, it applies to the whole texture. +1 to using Marmoset as my previewer, although it REALLY annoys me that I have to manually put the gloss map in the alpha of my spec for marmoset, annoying…
Stromberg90: Thank you very much for the report! I have been able to reproduce this thanks to the error description you provided, and a fix will be available as of next build. Also, regarding specifying color-material links prior to generation for ultimate control, this is on the to-do! krygon: Thanks for sharing!…