So I'm trying to create a simple Custom Material. I select the 'Import a Custom Material' option in dDo and add my Albedo, Spec, Normal and AO. It looks fine in the Preview Mesh, just how I'd like it so I select 'Create Material' and apply it to my custom mesh and its all white! It's loaded my Normal Map and my AO fine I…
Custom materials lose their color information once loaded into the Suite as a Photoshop pattern. They turn grayscale so you can edit the color values to anything. :smile:
YES! That did it, thank you! I knew it would be something simple like that. But I'm a little confused. If I've already declared the colour of the texture in my Albedo, (in this case a dull orange) why do I have to apply it again manually when the colour has already been assigned to the material? Thanks for you help I very…
The forum ate my last post, so I'll re-post: I loaded your project and created a custom material from the flower pot maps you gave me. What I believe is happening is that you haven't set the color value inside of DDO. The color on the albedo input will be turned grayscale as a Photoshop pattern for DDO to work with, so…
Hey there, Thanks for getting back so quickly, I didn't expect one so fast. Yes of course you can see my input maps. I've also gone ahead and left the original maps I created in Photoshop, the Maps created from Quixel from the Project, and the Project itself. It's a file too large to attach so I've left a link to the…
Hey Griffo! Currently, you need a specular map for the albedo to properly display. It should function with no problem regardless of whether it has a specular map hooked up, but it'll be a white ball for the time being. A workaround would be to use a flat black texture as your input for the simple albedo if you'd like to…