Hi, Not a long time user yet but I'm kinda done with this package. Paid for 2 licenses for school but it never does what I want. Very pissed off user right now. I have a very simple mesh with no normals or AO. I just want to create some easy different materials. I define them in the ID map (manually color the shells in…
Eric, I had a different not long ago and you asked me to download the sample model for that too. No problems with the sample models whatsoever. I tried creating a super basic normal map, and even adding that didn't work. There is something either completely bugged or i'm not understanding ddo. It just won't create my…
PTRCreative - Does this happen when you use one of the sample projects from here PixelApocalypse - Oh yeah sorry, misunderstood, there definitely seem to be some sort of bug. Good thing manually adding materials works at least. To be perfectly honest, the whole color ID/adding materials in basecreator system is undergoing…
Okay so a lot of questions here. Gutterpunk I have to ask what kind of model you are making that required 30UV islands :O The Color ID should always be a flattened PNG without anti-alising and ONLY solid colors, preferably on a black BG. The issue of the materials not being created is something we´re looking in to right…
hi Pixel, I just tried to do exactly what you described in your post and I get very similar results. May I ask if you are running the latest patch or the "standard" 1.8? We have to look in to this, a big thanks for reporting this and apologies for the troubles!
Im really sorry but I´m not following.. this is not the issue of materials not being created? this is something different? The reason why you find less materials in the browser is because not all of them have been added, the materials from the list in the ID selector represent a PBR value if the material has not yet been…
i also discovered that even though the materials aren't generated when creating the base, the mask are still created. you just have to create a material manually, then click the little square to the right and choose the corresponding mask for the correct material ID.
i was able to fix my problem. the issue lies somewhere in the color id map. when i originally created the color ID map, i used xnormal to bake out a base texture then took that into photoshop and assigned all the UV islands with different colors or manually painted the area's i needed with the pencil tool. i took care to…