Is this depending on which export profile you choose to have the bump channel added into the normal map? Lately I watched a tutorial where the bump map had to be saved out as a separate texture file because it was not added into the normal map. I also wondered how to add normal details within DDO. Adding a bump channel…
I purchased both volumes from Liberty 3D which had some basic tutorials for NDO and DDO painter, see below. DDO for Lightwave Users- Volume #6- NDO Painter DDO for Lightwave Users- Volume #7- DDO Painter In the second tutorial (Volume#7) they added a bump map manually and painted bump details. After export, the main maps…
Which tutorial are you referring to, Davaze? As far as I'm aware, any game engine calibration profiles in the Suite will combine the bump channel into your normal map. :smile:
Yes! :smile: That's the screen I was referring to. Unfortunately, I did forget to mention a few things. You can add your height map as a custom material (set it to Albedo only) from the main dDo window, and then you can load that as a map to mask out details inside of DynaMask with the Masks option you just linked. Or you…
Let's try again ... I watched most of these tutorials, none of them shows "how to add NORMAL MAP details from LAYER which have Dynamask set on with for example Acid Large default mask". I know that I can add NORMAL MAP details by importing custom textures, but this is something different. I was really addicted to workflow…