Bringing you raw texturing power.
Straight in Photoshop.
DDO enables you to rapidly create incredible textures, letting you focus on polish and offloading the rest. The workflow is fast, easy and completely adaptable to your own art style. Achieve unrivaled results at unlimited resolutions with the world's first fully scan based PBR workflow.
No other tool rivals the quality achieved with DDO.
Includes 100% physically accurate material scans from Megascans.
Streamline any workflow with DDO, from ultra-real to stylized texturing.
DynaMask introduces unlimited masking control for texture artists. Design stunning weathering using scan and volume based masks, while creating stylized lighting and coloration, all completely non-desctructive and extremely responsive, straight in Photoshop.
Introducing Smart Materials, a physically accurate and constantly growing library of scan based materials, with measured weathering that reacts to the shape of your mesh. Also taking into account texel density and surface types, Smart Materials constitute the most powerful material technology to date.
Quixel is working with top studios around the world to bring you the most standardized PBR workflow to date. Right Click Calibration makes any material conform to measured PBR values instantly, and DDO ships with calibration support for a multitude of rendering engines including UE4, CryEngine, Toolbag 2 and Unity 5.
Learn how the helmet was textured.
DDO is built for high performance texturing to offer you the most easily managable hi-res texturing workflow in Photoshop to date. Work seamlessly with high-resolution textures up to 8K, and export even higher resolutions at any time with DDO’s powerful UpRes feature
Super Flexible Workflow
DDO is built to work with any pipeline while also allowing for completely custom workflows. Set up your own materials, presets and map types, and effortlessly create textures in any style. Whether you are in VFX, ArchiViz or Games, DDO will seamlessly plug into any part of your texture workflow.
DDO fuses with tools such as UE4, 3ds Max, Unity 5, Modo, CryEngine and Toolbag 2. Streamline turnaround by texturing directly inside the engine of your project, with DDO staying right inside the app. And as long as your own engine has hot-reloading enabled, DDO will snap right into your tool.
Learn about Marmoset Toolbag 2.0
DDO is the ultimate tool for utilizing the full power of the Megascans library. Mix scans to create stunning multi-layered tileables, and let scans empower your entire pipeline, from masking to PBR calibrated reflectance. DDO ships with over 1 Gigabyte of Megascans samples to get you started.
Color to Material
Use color ID linking to turn your color map into base materials in just one click, redefining the way you think about color maps. DDO explodes your color map into pre-masked material groups in a matter of seconds, saving you huge amounts of time setting up your base PSD.
DDO Look Dev
Texture meshes without UVs in 2.5D with the DDO Look Dev pipeline, empowering concept designers to visualize final quality in Pre-Vis. This texture pass is non-destructive and can be passed on to any 3D artist to be used on the final model. Clients without DDO can always edit the PSD and send it back hassle-free, for a fully dynamic pipeline.
3DO - Let’s get Physical.
3DO is a light-weight model and material previewer directly fused with Photoshop, enabling you to review your work without needing to jump between applications. With a customizable physically based renderer, cinematic post processor and support for loading your own multi-material meshes, 3DO is the perfect texturing companion and comes bundled for free with DDO.Product tour
”Defines the next-gen of online texture resources”
- Alex Alvarez
”Keeps my texture production pipeline flexible and speedy”
- Bram Eulaers
Environment Artist, Blizzard
”I can’t imagine working without it”
- John Pearl
Principal Artist, Crytek USA
”Allows me to focus on the big picture and create more art”
- Tor Frick
Technical Art Director, Machine Games
”It's incredible how much you can accomplish”
- Adam Rosengren
Lead Prop Artist, Ubisoft
”Should be in every 3D video game artist’s toolkit”
- Adam Bromell
Team Manager, Polycount