So I was recently looking into using DDO for a project and hit a snag when it came to creating the colour ID maps. Anti-aliasing. DDO doesn’t like it. But trying to create a map without it was proving impossible. My chosen route was Lightwave – zBrush – xNormal – DDO .. with the colour ID being created with Zbrush vertex colours and xNormal baking.

Anyway I’ll get to the point .. I kind of found a solution .. here’s the before and after (Note that WordPress appears to blur these a little)

Before – notice the soft edges of the colours .. about the best you can expect to get from xNormal
after- notice the hard edges – the aliasing

Note, however that its limiting in the number of colours you can use .. RGB, CMYK and White .. but I figure 8 is usually enough.

And here’s the Photoshop CC action for fixing it. It’s very, very simple. Once you’ve assigned the materials you can blur their alphas.



Edit: As a bit of a follow-up .. I decided not to go with DDO and the Quixel Suite. The suite itself is great. Does exactly what it set out to do and their material libraries are excellent. However I’ve invested in Substance Live instead. DDO was crippled by Photoshops bugggy and slow plugin support that became increasingly unstable and unreliable. I would never feel comfortable relying on it for such a major part of my pipeline. With Substance on the other hand .. I’ve had one crash in the two months I’ve used it (daily) and that was fully recoverable. I’ve been able to do everything and more than I needed and I’ve only scratched the surface. They’ve also got a much better subscription service than Adobe or Autodesk.