Im wondering if anyone has experienced this, or knows a way to fix it. I have a project in DDO, been roughing it in with 3DO for feedback. I want to move to Toolbag2 to finalize, ideally employing cross-app mode. What I have found is if I export my maps with the Toolbag 2 calibration settings, the Albedo gets significantly…
Solved. I ended up needing to start by installing mental ray for EX2, then go to C:\Autodesk\setup.exe. NOW you can install mental ray for EXT2-SP2. Next you'll need to go to the new folder C:\Program files\Autodesk\mentalrayForMaya2016.5\plug-ins and copy the Mayatomr.mll Now go to…
I currently own an NDO license, which I purchased way back before the full Quixel suite existed. I was about to purchase DDO to complete the suite, when I saw the announcement for 2.0 and now Im confused. The new tools in 2.0 look amazing, and I read that existing users will get the upgrade for free. So my question is: if…
Hey guys, since you introduced the option to flip the y channel of a normal map when importing it into dDo, it has never been working! Tried it again just now with 1.6 and get no luck. Strange thing is...while it renders the base...the normal is visible for half a second on screen and looks flipped correctly. But in 3Do it…
Hey! When i am done with modeling, i want to prepare some stuff for exporting the mesh. Current workflow: 1. set all subtools to highest subdivision * Subtools -> all high 2. now, to decimate in the 3. step, i need to make sure all subtools has baked layers * select the first subtool * "Layers -> "Bake all" * arrow down…
Hi, I have been wondering about this. When I author a material in SD, I am able to change the material tiling factor to check how it may look with higher UV scale. SD (this is under 3d scene -> materials -> edit): SP: While that works, I believe it isn't the same as the UV scale for material in SP. When I examine the same…
On my normal map I got this wierd trace of my low poly model. You can see it clearly on the bottom right islands (for the tounge) where there is a checker pattern in what is a really high-poly model, and the checker pattern is obviously the low poly model. Ambient map without the odd pattern The tounge model for reference…
Hello! I have been having some trouble getting Substance painter's texture baking to behave on this model. I created a high and low poly version of the same model, and I'm trying to bake one to the other through Substance Painter, but it's giving me weird results. Pics below: So far I've tried:-making sure both models are…
I'm trying to link the 3DO automatic preview to the normal map I have created from a seamless image. This seems to work fine if I create a new nDo project from scratch, then drag my seamless image in and create a normal from that. If I then launch 3DO the preview works as expected and updates when I make changes to the…
Hi guys, I`m trying to setup a proper export pipeline for cryengine, which requires for the normal map with gloss to be saved as _ddna, albedo as _diff and specular as _spec. How can I define suffixes like that in export or in the calibration profile? btw the current cryengine calibration seems off. Below is what I think…