Quick question for everyone: What are the things NDO and DDO look at to determine where the edges of a model are? So that, for example, masks can start and end near the edges of the model for something like a light scratch mask? I'm having trouble getting DDO to recognize the edges on a simple model I'm testing with, and…
Hi! "where two different UV islands are sharing the same color on the Color ID map, and are also sharing an edge in the mesh. Could that be what's giving the suite trouble? Or should that not make a difference?" This should not pose any problem! DDO detects edges through the normal map on low poly meshes and uses curvature…
One thing that just occurred to me that I can test out later: I have one section of my mesh (where it's most obvious that DDO isn't detecting an edge) where two different UV islands are sharing the same color on the Color ID map, and are also sharing an edge in the mesh. Could that be what's giving the suite trouble? Or…
Ah, interesting. Yes, I had XNormal create all of my maps, except the Color ID. Maybe I'll try without the Curvature map and see what kind of difference that makes. Thanks for the suggestion.
Then it should work well. Did you input a curvature map from xnormal with your baked normals? If you input both, then DDO will only use the curvature map to create his curvature mask.