auto generating gloss diffuse spec and height based off of base colors and the normal map? Looks like there is also some new features that will lay down some grime and damage based upon the edges in the normal map. SICK
Looks really cool after pausing the view in several spots to try and figure out what is going on. I am curious how they are applying those detail alphas to the mesh? Can't wait to see more!
So you block in base colours, and then this program generates first the diffuse (using tiling textures for blending, some black magic here) and then from the generated diffuse it makes the spec/gloss?
Sheeeiiiiit. While I can see this speeding things up HEAPS (esp for quick concepting), I assume artists would still have to go over their model by hand to tweak it. Keen for more info anyway!
I am already familiar with tools like this. I can't talk about it beyond that, but auto-generated spec & gloss maps actually work quite phenomenally when set up correctly.
I don't have any problem with something speeding up the workflow (which is what this program seems to be doing), but I'll super ticked off if it doesn't work alongside nDo2.
I wonder how much you'll be able to tweak the parameters? For example, a preset that allows you to achieve a hand painted look... reminds me a bit of a photoshop filter. I'm looking forward to it.
Totally agree that it is hard to work out what is exactly going on here, at first i thought it was just a sort of marmoset replace, but why bother marmoset is awesome, so there must be something elses. I saw some control parameters or what looked like that so maybe its a realtime texture tweaker or something which has some presets to tweak values?
I dunno, but i just brought nDo2 so hopefully it will work alongside.
I hope this is a standalone executable so you dont have to buy photoshop to use it.
That's one thing I hope they do, I'm already used for years to Photoshop layouts, and one of the things that always stopped CrazyBump from being awesome was the lack of real-time controls when generating the maps in question.
And I'm pretty sure writing a whole interface with even half the tools from GIMP or PS for a new application is not a sound idea at this point for Quixel, so might as well plug-it-in.
Looking back on the video, it seems like (and I hope) they're using color range isolation to determine material type, from which the artist will teak on these isolation points.
yeah im wondering as well if this is standalone or at least integrated with nDo. nDo does tend to bog down my machine sometimes, so having a second program open with photoshop may make things difficult. regardless though im really interested to see what this does.
^^ i am sure it'll be more procedural, but this should just be used as a base or guideline that you can use to iterate from. I am excited to see where they take this, and how it will work. It seemed from the video that there are lots of sliders that you can play around with to have a good end result.
Being able to get a base grime/dirt/scratch/variance layer down quick and simply will be amazing for workflows. After words you can always go in and customize the details as needed, for a more varied look. I am saving pennies now.
with all those sliders I bet it will take a decent texture artist to just fine tune all the dirt and grunge etc to look good and not too messy or overdone. So texture artists will still be using their artistic skills to use this, its just making the job quicker as far as I can see.
Wouldn't be crazy hoping for dirt/grime presets right? And the possibility to create your own presets from textures and whatnot..
Yeah good point Im sure they would have something like that but it will probably be obvious if u just hit the preset everytime because it looks like it could be quite a flexible system in the right hands, at least thats what Im hoping.
Replies
Looks cool.
looks as if they are blending a lot of stuff together
I've been had!! RUNAWAY!!!!
The only job this would kill would be outsourcing I guess. Or, if it fits you pipeline, it just frees up artists to give more polish to there shit!
I'm excited!
Would you be able to give us more information or are you under NDA?
I can't give any more information sorry under NDA!
Your ancestors called it magic, and you call it science. It comes from a place where they are one and the same. :nerd:
Haha! Magic science! I can't wait to be stupefied.
haha! +1 internet to you for making me lol, Asgardian! :thumbup:
Sheeeiiiiit. While I can see this speeding things up HEAPS (esp for quick concepting), I assume artists would still have to go over their model by hand to tweak it. Keen for more info anyway!
yup. Allegorithmic guys demo'd a similar feature in Substance. But if this has tight Photoshop integration....mmh.
I'm excited for it!
I like your humor
Not at all. I would say it wont replace texture guys but greatly improves speed to getting to a decent shippable texture or base...
anyhow, i rly don't know how I feel about a program that could make texturing require such less skill...
I have a feeling it's realtime engine/ baker/ blackmagic all in one!
I dunno, but i just brought nDo2 so hopefully it will work alongside.
any way of getting access for testing in a real production pipeline?
You can create textures AND now render out portfolio shots at the same time.:)
And I'm pretty sure writing a whole interface with even half the tools from GIMP or PS for a new application is not a sound idea at this point for Quixel, so might as well plug-it-in.
Looking back on the video, it seems like (and I hope) they're using color range isolation to determine material type, from which the artist will teak on these isolation points.
also
yeah.. my thoughts exactly
Yeah good point Im sure they would have something like that but it will probably be obvious if u just hit the preset everytime because it looks like it could be quite a flexible system in the right hands, at least thats what Im hoping.