Quixel attracts the best artists in the world ^_^ Thank you Tor for sharing priceless experience!
@HellishPunch
8 жыл бұрын
Tor Frick is amazing. I love the stuff he did for Wolfenstein
@labanlefleur1512
9 жыл бұрын
Thanks for the tutorial this will help me more to understand Quixel.
@XaKu
9 жыл бұрын
Tor dropping the knowledge bombs :)
@richardl6762
8 жыл бұрын
What is he doing at 9:23 when he says "I'm just going to grab all these layers" what's the shortcut for that wizardry
@ReaverLordTonus
8 жыл бұрын
Your bakes from the high poly are perfect, anytime I make something that complex, I always get distortions, I'd like to see a tutorial on how you modeled the HP and the LP and backed the normals.
@douka3993
9 жыл бұрын
what the fuck is up with UE4 killing all those nice details!!!!!
@douka3993
8 жыл бұрын
+JackX570 thanks bro!!
@8thlvlMage
8 жыл бұрын
+JackX570 Sick... I didn't know mipping would do that. :o
@unrealengine-emira3480
7 жыл бұрын
That more like a preview of Quixel for UR4 than a tutorial !!!!! :(
@t.wood01
6 жыл бұрын
Did you use height maps to create the details on the mesh prior to making the materials?
@DarksiderDarmoset
9 жыл бұрын
Hello! Is it possible to import your own materials, of which have generated specular, diffuse, and normal, and apply them to the model through the painter?
@XaKu
9 жыл бұрын
+Alex Darksider yeah you can
@Shrike025
8 жыл бұрын
Could you tell me what is plugged to Specular node? There's something tiny in there.
@plavix221
8 жыл бұрын
Can someone explain to me why this an integration into UE4? I only see Photoshop and then some 3D view? Which version of PS do i need for this?
@8thlvlMage
8 жыл бұрын
+plavix221 Ndo and Ddo are plugins for Photoshop. 3do is another plugin for PS and is the 3d view you saw when he was working on it. Then he exported the height maps and masks that he generated using ddo into Unreal 4 and set up a shader using them. :) I think Quixel Suite (ndo, ddo, and 3do) will work with most versions of PS. I know it works for CS5 and above. I hope this helps!!
@plavix221
8 жыл бұрын
8thlvlMage Big thanks. I have yet to decide which texture/material painter i am going to use. Will Quixel also make an integration for unity 5? Do you know that?
@8thlvlMage
8 жыл бұрын
I'm not real familiar with Unity. :/ The install I have is Unity 3 lol. I have a friend who is more familiar. I would say, if Unity supports AO, Height Maps, etc then Quixel Suite will work fine. You're exporting your results as an image map from Photoshop, the same as if you were creating textures/heights regularly. It just gets you those results in a really awesome way. It's important to realize that Quixel Suite is a plugin for Photoshop, not any particular engine. Tor Frick just used UE4 for his example.
@plavix221
8 жыл бұрын
8thlvlMage OK. Thanks for the info. Yeah, looks awesome how some even very untalented person can make great textures, like me. Merry Christmas!
@8thlvlMage
8 жыл бұрын
I'm sure you do great! :D Merry Christmas to you too! If you would like to stay in touch let me know. Also check polycount forums because there's probably great info there.
@dszarts
7 жыл бұрын
How do you move the light source?
@s13n1
8 жыл бұрын
Raccoons @ 10:20! :-)
@youthatninja
8 жыл бұрын
where is a mirror button in paint mode? or it was just uv map with overlaping
@8thlvlMage
8 жыл бұрын
+Miller UV Map/mirrored geometry. :)
@johnkang2000
8 жыл бұрын
What's a curvature map? Is it the same as a normal map?
@DarthBiomech
9 жыл бұрын
But all these materials won't work nearly as good on a mesh without normal map, am I right?
@jovontowns591
9 жыл бұрын
.
@DarthBiomech
9 жыл бұрын
+_3TEN30 _ Not everybody paints only lowpoly with baked normals, y'know. How about high poly? They do not need normalmaps except for defining general surface texture.
@jovontowns591
9 жыл бұрын
.
@DarthBiomech
9 жыл бұрын
+_3TEN30 _ *Sigh* Don't teach me about the stuff that I make living off. I like DDO because it can create complex cool looking textures for a model in a matter of minutes. that would eased my work tremendously. BUT, i never seen it applied to anything but lowpoly model with baked normals in these videos, so I wondered if it will work same wonders on a model without a normal map, say, hipoly one. darth-biomech.deviantart.com/art/Virus-Redesigned-565113490 this guy took me somewhere around a week and a half of texturing, but with DDO I could make textures for him in under a day or less, probably. IF it can work with normalmap-less models.
@jovontowns591
9 жыл бұрын
.
@Advection357
9 жыл бұрын
Still torn between Quixel Suite & Allegorithmic...
@Advection357
9 жыл бұрын
Cameron Newman I have enough tools to learn... it's a new workflow for me since I've mostly used traditional 3D apps... never did any 3D stuff in photoshop..
@steppyhen
9 жыл бұрын
+Advection357 I don't think you can go wrong with either of them - they're both awesome. For me I've gone with Quixel because - 1. I prefer the look of the surface scanned materials over the procedurally generated stuff in Substance. Also I think Quixel ships with a lot more materials ready to go. 2. Quixel quite a bit cheaper 3. A lot of the normal map generation etc. that you can do with NDo isn't in Painter - you need to buy Substance B2M as well. (not 100% sure on this one). 4. I love the Dynamask editing in Quixel - so powerful especially now you can paint on it as well. 5. 3Do is like having a mini version of Marmoset toolbag. 6. Quixel just seems a bit more fun to me for some reason. One advantage Substance has at the moment is it has tangent space normal map baking built in which isn't in Quixel 2.0 yet. (I bake in Xnormal or 3dsmax so that doesn't really bother me). Also if you don't already own Photoshop then that would balance out the price difference.
@Advection357
9 жыл бұрын
9Fingers Thanks for the info dude. Tangent maps are nice for sure.. it can almost replace displacement maps. The only issue with Quixel is the layer update times in Photoshop.. but I have a current gen i7 so I'm not too worried about it. Is Quixel finally done with that big online scan material database? That's one of the things I've been waiting for...
@steppyhen
9 жыл бұрын
+Advection357 Quixel 2.0 is definitely a lot faster than the old one but it's always going to take some time to write all the psd files to disk etc. They've included a non-destructive flatten layers option in Ddo that helps keep things faster if you use it. I'm running an older i5-2500K CPU, 16Gb RAM and a GTX760 video card and Quixel 2.0 is reasonably fast for me - I'm running it off an SSD drive which speeds things up a heap as well. The online scan database - Megascans isn't out yet. You do get quite a few of the scans from that included with the Suite but when Megascans does come out it will cost extra. Have you tried the 30 day trial of each? You could try texturing the same asset in both and see which one suits you better.
@Advection357
9 жыл бұрын
9Fingers I have briefly messed around with both but didn't get in deep.. I'll get around it, eventually haha
@CGFUN829
8 жыл бұрын
its interface is very heavy....but damn am still intersted!
@yaroslavtselovanskyi1484
9 жыл бұрын
How about the Unity5?
@quixeltools
9 жыл бұрын
+Yaroslav Tselovanskyi Hey Yaroslav! The Suite is 100% compatible with Unity 5 and uses the exact same shaders as the very latest version of Unity (5.3). We will be releasing a tutorial for Unity 5 users hopefully before xmas!
@yaroslavtselovanskyi1484
9 жыл бұрын
quixel That's great news)
@borisraguza8693
8 жыл бұрын
+quixel Hey guys I'm also Unity 5.3 user and I'm using 1.8 very long and 2.0.2 version doesn't work well for Unity5 users from what I can see , the result is definitly not the same as it was with 1.8 it seams like everything was setup to work with Unreal more then Unity. Which is a bit wierd, why is everything looking so wierd and different? Maybe I'm just used to much to 1.8
@quixeltools
8 жыл бұрын
+Boris Raguza Hey Boris! 2.0.2 is actually built using Unity 5.3 and is using the exact same shaders as Unity (which are also 1:1 with Unreal Engine 4 as of Unity 5.3). Feel free to jump into our live support group to get up and running with the new and improved Unity support: facebook.com/groups/QuixelLiveSupport
@quackcharge
8 жыл бұрын
+quixel a tutorial for unity5 would really help me with a uni project haha. impressive work by the way, looks super impressive and powerful, looking forward to work with the software
@IgorNovaProton
8 жыл бұрын
cat!
@voicehead
6 жыл бұрын
frick
@transmitthis
9 жыл бұрын
I'm sure the software is great but answer me this Quixel. Why on earth did you have the mirroring on both those meshes? drive.google.com/file/d/0B_J28f4wi_tcMDZVWkZaOTNxWGs/view?usp=sharing You spend all that energy and time on trying to make it look real, with rust, dirt, shiny mental. But with that mirroring on it immediately takes away all you have done, immersion is lost as soon as a gamer comes upon that wall or floor. And speeding up video and having a voice over is not particularly nice on the eyes.
@hgzmatt
9 жыл бұрын
+Transmit This ...because in reality.. mirrored objects don't exist? oh wait.. that's not right ---- I do believe that the design of the asset was done by Tor Frick for the most part.. so you may have a different opinion on that, but I'm sure many others disagree here.
@transmitthis
9 жыл бұрын
+hgzmatt The rust and patina is mirrored - that is the point I was making, sorry if you misunderstood. Yes you get an object that is mirrored in form, but what you do not get is " identical" spots of rust, paint blemishes, dirt and other detritus along a symmetry line on one object. Tor Frick, may have just knocked this up to show what could be done, but what is the point of showing an asset creation that could not be used.
@hgzmatt
9 жыл бұрын
I see what you mean.. well mirroring objects like that to be able to save texture space is pretty common though. That way you can use smaller textures and still get the same quality if it's done properly. Most people will not notice at first, unless they study it excessively. Additionally.. it saves you time in creation, you can be sure that the other half is looking as good as the first one. I guess for this example it's a bit over the top because this whole thing is super modular anyway.
@transmitthis
9 жыл бұрын
+hgzmatt Yes I agree and think the entire corridor is excessively modular and repetitive, I would have expected Tor, as a demonstrator of Quixel's software to show it in a good light. I believe most would notice this, esp in game If one in three corridor panels were the same, you may get away with it, But here not only are they all the same, each one is split and identical down the symmetry line. It's of no matter really, but repetition is something I really hate in the 3D world, and this supposedly being a showcase of how good something could look, so doing it with such bad end results really dosen't show Quixel in a good light.
@hgzmatt
9 жыл бұрын
Absolutely and hopefully some day most of the restrictions will finally go away. :)
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