This is a very special article covering the subject of baking colormaps for dDO using blender.
First of all I have to explain what dDO is and why we eed specific colormaps for it. dDO is a Photoshop plugin which ca be used to texture 3D-models in an easy and comfortable way. If you are interested in the variety of possibilities using dDO you can refer to the tutorials o the dDO-page of the company Quixel.
I am testing dDO for a while now and the results are really amazing.
As modelling tool I am using Blender. When adding a model for texturing you have to add a colormap to dDO. Each color in this maps represents a special material with that dDO can do astonishing things like adding shadows, scratches, dirt and many more effects to the texture.
For assigning the colors to the model you can use the materials which are available in this .blend-file from Blend-swap, thanks a lot to MajorNightmare for sharing this. Just use append in the file-menu, navigate to the blend file and append the Materials contained in the file.
Let’s assume you have a cube as a model, add a few materials and assign the appended materials to some faces:
After that you can open an UV-mapping editor and add a new image (name it e.g. input_color). Select all faces of your model and choose Render->Bake (Textures, not full render). before you bake switch to color management and set Device Display to none and color space to linear. Then press the Bake-button and the following colormap will be the result.
Save the image with Save Image As, this image can be used in dDO as a colormap. I know this is a very special inforation but the people who know what I am talking about will really like it:-)