Final Ha!(I wish). Picked up Quixle dDo about a month ago, hooked ever since. The Widget was orignally created by Wiktor from dDo. It's part of the dDo interface. Got me hunkering for it... So I made a reasonable facsimle. I baked all maps from Blender, AO, Normals, Object Space Normals and Colormap(Blender "Texuture" bake). The file includes the following:
Layers 1-8 HP, Layer 9 dDo textured single object, Layer 10 Blender bakes single object(used for keeping the UV in-sync with individual pieces and for the obj's export). Layers 11 - 16 LP. Layer 19 Bezier Pipes(just in case), Layer 20 lights and camera.
The HP and LP objects have an action with 2 frames. I learned a cool trick from a 3D Studio Max tut. Frame 1 to bake AO, frame 2 to bake normals. It bascially explodes the model so you can bake normals without interference from nearby objects.
Also incuded in the zip is the obj file for dDo, the fbx for nDo2. Basically you can plug them into dDo with already baked blender images from the Widget on layer 10 and get going with dDo or nDo2 right away. The LowPoly could be lower, still learning.
Image2 is from blender, the rest are from dDo/Marmoset
ddo has 4 different licenses to buy. http://quixel.se/shop at the 3 last (hobby, indie and commercial), you have the full rights on your textures created with the program
Hi Mofx,
No all the images except a freeby relection/hdri map were created from processing the Blender bakes, AO, Nor, Obj space and Colormaps in dDo. i.e. from the geometry made in Blender, and or said geometry exported as an obj and fbx for dDo and nDo's previer. All the geometry was made from scratch by me from a screengrab of dDo's UI. I own a commercial copy of dDo, nDo2 and Photoshop CS5 extended. Quixle does not own any of the images, and I did make Wiktor (dDo marketing and artist) aware I would be posting, he didn't say yes or no, but did appreciate the likeness. I took that as a yes. Only the idea was his, which why is why I posted marked it as fan art. Quixel had no hand in making any of these images, except, the inspiration from dDo's UI. It's really an amazing Photoshop add-on. Although I'vre been working on differnt version of the Blend file for a month, the final image generation took about 5 minutes last night with about an hour of retouching uv seem areas. Hope that explains it. If you haven't tried dDo, now you have a file to test it with.
Cheers
PS. The dDo materials post are really nothing but specific color values to use in colormap creation, and given away freely with commercial and free version of dDo. The orignal file was an FBX and unuseable in Blender. Even after converting to obj, the some of the Hex values were off. I fixed them manaually in blender based on the free photoshop swatch dDo provides as well. Just easier baking, than hand coloring in PS.
Cheers
oops, long winded response... I think you saw this "Image2 is from blender, the rest are from dDo/Marmoset" and wondered what I meant. Image preview 2 at the top of this page is a blender render, the rest of the previews are from generated from dDo. cheers
I've been faking HDRI realtime in blender for over 3 years now, why is it taking Ton Roosendaal and the Blender team so long to catch up! Supposed to be coming in version 2.8!
Are you using the dDo textures in this file? If so that would be a copyright violation, unless I'm missing something. Please explain.