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dDo is now in open beta. Have fun!

  • knj
  • November 27, 2012 at 6:32 PM
  • knj
    • November 27, 2012 at 6:32 PM
    • #1

    http://quixel.se/ddo/

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    "Guaranteed to revolutionize and empower"

    - Hélder Pinto, 3D Environment Artist, Blizzard" <-

    but tbh this is some real shit !

  • -HP-
    • November 27, 2012 at 6:38 PM
    • #2

    Yeah, I beta tested that along with a couple guys in here. It really is an amazing app, extremely powerful and fast.

    Absolutely recommended so support the guys and buy it, they single handedly came out with nDo and dDo which are apps that really makes our lifes easier.

  • Kedhrin
    • November 27, 2012 at 6:39 PM
    • #3

    i wish i could access the site

    i have an nDo license, i should give it another shot, just don't really need it atm

  • -HP-
    • November 27, 2012 at 6:42 PM
    • #4

    I didn't realize how powerful nDo2 is until I actually sit down and watch this entire video:

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    Before I only really used it as a heightmap -> normal map tool, like crazybump, but that is only the surface what nDo2 can do. I wont be modeling any more high polies to bake on textures I can tell you that.

  • knj
    • November 27, 2012 at 6:48 PM
    • #5

    yeap, ndo is sick tool !

  • General Vivi
    • November 27, 2012 at 7:01 PM
    • #6

    http://quixel.se/forum/content.php?158-dDo-Feature-Overview

    This link is broken teddy! Fix!

  • Kedhrin
    • November 27, 2012 at 7:07 PM
    • #7
    Quote

    ' timestamp='1354041770' post='317746']I didn't realize how powerful nDo2 is until I actually sit down and watch this entire video:

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    Before I only really used it as a heightmap -> normal map tool, like crazybump, but that is only the surface what nDo2 can do. I wont be modeling any more high polies to bake on textures I can tell you that.

    nDO doesn't solve issues with tangent space baking though, so it's not a solve all solution

    great for tiling textures tho!

    dDO looks like it can work fine with both, although i'd love to see how it reacts to a massive tangent inversion going straight through a normal map.

  • -HP-
    • November 27, 2012 at 7:14 PM
    • #8

    That's the thing, I got so fed up with the way we make our art, it's 2012 and we still don't have a solution for tangent space shading mismatches between baker and render, unless your engine supports the baker you are using, and even then, the whole philosophy behind it, you are using your normal map shading to fight against smoothing groups shading / tangent space errors. Fuck that.

    Way I see things going is, we wither use object space normal maps, stick with tilling textures, or both.

  • Kedhrin
    • November 27, 2012 at 7:54 PM
    • #9

    Yeah i wish i could figure out how to use object space in cryengine doesn't seem to want to work right most of the time. I've generally just use a regular normal map and figtht the tangent space errors on the low polys smoothing groups... most of my levels i made in Nexuiz were all using one smoothing group throughout, got to learn a lot on how normal maps hate you for doing that

  • Pampers
    • November 27, 2012 at 7:59 PM
    • #10
    Quote

    ' timestamp='1354043659' post='317752']That's the thing, I got so fed up with the way we make our art, it's 2012 and we still don't have a solution for tangent space shading mismatches between baker and render, unless your engine supports the baker you are using, and even then, the whole philosophy behind it, you are using your normal map shading to fight against smoothing groups shading / tangent space errors. Fuck that.

    Way I see things going is, we wither use object space normal maps, stick with tilling textures, or both.

    Isn't that what this http://www.polycount.com/forum/showthread.php?t=108744 is aiming to fix?

  • -HP-
    • November 27, 2012 at 8:01 PM
    • #11

    Yeap, the best trick that I learned around that problem is to always, without exception, have a UV split where you have a smoothing group split, TexTools - render|hjs has a little function to automate that for you if you don't know that already.

  • -HP-
    • November 27, 2012 at 8:07 PM
    • #12
    Quote from Pampers

    Isn't that what this http://www.polycount.com/forum/showthread.php?t=108744 is aiming to fix?

    No, not fix, that app tries to go around the problem. You bake your normal as object space and that app will render the tangent space version of it for the engine you are working, which is a good idea but I would rather directly just use the xNormal plugin for the engine Im using. (If such plugin exists, I know we had one at crytek)

  • Pampers
    • November 27, 2012 at 8:07 PM
    • #13

    ah oki

  • Kedhrin
    • November 27, 2012 at 8:25 PM
    • #14
    Quote

    ' timestamp='1354046834' post='317759']

    Isn't that what this http://www.polycount.com/forum/showthread.php?t=108744 is aiming to fix?

    No, not fix, that app tries to go around the problem. You bake your normal as object space and that app will render the tangent space version of it for the engine you are working, which is a good idea but I would rather directly just use the xNormal plugin for the engine Im using. (If such plugin exists, I know we had one at crytek)

    Does this have CryENGINE 3 support?

  • -HP-
    • November 27, 2012 at 8:26 PM
    • #15

    No idea man, havent booted up CryEngine for half a year now! (Jesus fucking christ, time flies)

    Edit: Or you mean xnormal plugin?

  • Kedhrin
    • November 27, 2012 at 9:13 PM
    • #16

    yeah that handplane thing not xnormal, were running into a situation where we can't have pretty much any tangent space errors so tools like that can help

    anyways, don't mean to derail the topic!

  • Pampers
    • November 27, 2012 at 9:22 PM
    • #17

    not yet Kedhrin afaik

  • Vilham
    • November 27, 2012 at 10:02 PM
    • #18
    Quote

    ' timestamp='1354043659' post='317752']That's the thing, I got so fed up with the way we make our art, it's 2012 and we still don't have a solution for tangent space shading mismatches between baker and render, unless your engine supports the baker you are using, and even then, the whole philosophy behind it, you are using your normal map shading to fight against smoothing groups shading / tangent space errors. Fuck that.

    Way I see things going is, we wither use object space normal maps, stick with tilling textures, or both.

    Yeah. I understood some of these words...

  • Puddy
    • November 27, 2012 at 10:03 PM
    • #19
    Quote from Vilham

    Yeah. I understood some of these words...

    [Blocked Image: http://cdn.memegenerator.net/instances/400x/24188597.jpg]

    I liked the video music though!

  • KoKo5oVaR
    • November 27, 2012 at 10:10 PM
    • #20

    So basically if i understand it well after seeing the video; it's a way of presetting different materials easily in your texture like wood leather metal, adding dirt, scratches etc onto a model ?

    I quite see the interest of it when you make a character and you have a lot of different materials for each and every small details that have to be very well rendered.

    But is it really as useful for environment art stuff ? I mean Ndo seems really nice to block out the volumes of clean sci fi textures, i personally use a lot the first Ndo to get a cavity from the normalmap after a bake it's really nice to highlight edges.

    But i would like to see the same demo for some bigger environment art stuff

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