Not understanding how this is supposed to work.. I'm loading a material preset along with normal/color/ao/diffuse/spec maps, and when it finishes baking, it's just my diffuse. The layers have AO/Cavity at the top of the stack, and my base diffuse map just under them set to 100% opac normal blending. All of the details…
My first trys (Used Ddo for Diffuse and Specular) I need a tutorial for a better understanding of the workflow. Loaded up the Normal, Spec and Diffuse and played a bit with the controller.
Quick question about the diffuse map, if we have a diffuse base this seems to just display over the top of everything else so I'm not able to see anything I created with dDo. How is it intended to be used?
Yes pretty much. I'm keeping my transparency map in the alpha channel of the dDo PSD, and the way for it to currently get exported within the diffuse map is by manually going > save as. It would be nice to click 'export diffuse' and have an option to take the alpha channel with it.
What Justin said. In Maya it's pretty easy. Just click on Diffuse map under transfer maps. You can also apply different vertex colors to the parts of the high res that you want each material on. xNormal can read that vertex color. Probably have to use FBX. Maya OBJ doesn't seem to like to export vertex color. I haven't got…
those squares look like compression artifacts generated from gradients in the diffuse, specular, or normal map. This could happen when u use a heavily compressed image into ur texture.