Quixel are experts in tool development for artists, offering solutions for automating and improving texturing and normal mapping pipelines.
MEGASCANS is a new breed of material library comprising 1000+ full real-world surface scans, PBR calibrated, tiled and ready for production.
NDO turns Photoshop into a complete normal creation toolkit. Use every tool Photoshop has to offer to sculpt normals in real-time.
DDO is the go-to tool for making production quality texturing faster than ever, 100% integrated with Photoshop. Simply plug in your bakes, customize your texturing style, and let DDO handle the rest.
3DO is a new high-end previewer included with all tools for free, and throws physically based rendering into the mix.
What we are looking for
We are looking for cross-promotional opportunities with studios looking to push art production pipelines and/or showcase proprietary rendering technologies, utilizing current and upcoming Quixel tools.
I think I can understand all your excitement about megascans, I kinda feel it, too.
But at the same time I think that even with 1000+ different materials that they advertise, we will see the same materials over and over again, kind of like the always similar procedural dirt and wear that we saw when ddo came out. Thoughts?
I think I can understand all your excitement about megascans, I kinda feel it, too.
But at the same time I think that even with 1000+ different materials that they advertise, we will see the same materials over and over again, kind of like the always similar procedural dirt and wear that we saw when ddo came out. Thoughts?
you mean as we see brick textures or blanks over and over again ?
I dont think so - you can and should tweak the stuff alot.
Also i dont feel like seeing cgtextures over and over again.
oh wow, I'm speechless. I was rather skeptical about dDo, but the workflow video left me mouth open. The integration between megascans and dDo, well, that was.. awesome!
you mean as we see brick textures or blanks over and over again ?
I dont think so - you can and should tweak the stuff alot.
Also i dont feel like seeing cgtextures over and over again.
No ? I see quite z bit of textures in game, that I have sources in my personal photo library ;p.
Has anything been said about the pricing of Megascans yet? I keep seeing a lot of different people saying a lot of different things, some are saying it'll be a service similar to CGTextures, some are saying it'll be exclusive to people who pay a subscription fee, and some people are saying it's 100% free.
I think I can understand all your excitement about megascans, I kinda feel it, too.
But at the same time I think that even with 1000+ different materials that they advertise, we will see the same materials over and over again, kind of like the always similar procedural dirt and wear that we saw when ddo came out. Thoughts?
Lets face it with production realism these days, people demand better and better art, at similar turnaround times than before.
Games get more complex, budgets are not going to rise infinitely, it needs automation, shortcuts etc to make that happen.
You can't rise the quality and workload without rising the budgets, or finding ways to speed up things, it's just impossible.
This looks great, a huge improvement over the current version. It is nice getting the actual scanned data to work with instead of having to guesswork different materials.
Hmm, it states that the entire suite is $99 but then the Megascans page mentions something about subscribers. According to one of the paragraphs at the bottom there should at least be some kind of free mode that can be used. The pricing plan seems similar to that of GameTextures which is pretty nice in my opinion.
The 2.5D feature looks interesting. Looks like you will be creating masks to decide where the materials goes. I guess this will be useful for previz of high res meshes without UV's?
Hmm, it states that the entire suite is $99 but then the Megascans page mentions something about subscribers. According to one of the paragraphs at the bottom there should at least be some kind of free mode that can be used. The pricing plan seems similar to that of GameTextures which is pretty nice in my opinion.
Suite is one thing, but to use MegaScans you will likely need to buy subscription. Just like in any other texture site. (expect for goodtextures.com ;p).
They will give few for free probably.
Yes, we are now making dDo as we know it free. Not only that but we have also spent some love and care on improving features, stability and UI. This version will have limited support but will still be updated as per your needs.
We sincerely hope that you who own dDo will not feel let down that you paid for something that will now be free, but rest assured we will do our best to make it up to you with a free upgrade to the all new, arguably more bad-ass, DDO.
The free dDo, fairer usage rights and the new affordable pricing are already in effect. Quixel SUITE specific updates will be made available in Q2 2014 with the open beta release.
We have also made it possible to now pre-order the Quixel SUITE. You will then receive licenses for the current tools as well as free upgrades to the reimagined editions upon release, plus a few exclusive presets and Megascans materials to sweeten the deal.
Could somebody give a good link to what all that Physically Based rendering does for games.
Few years ago our programmer was obsessed with measuring everything by a luxmeter ( albedo and such) And then it all goes for a totally fake Phong's specular shader + usual in-game linear lighting with very basic exposure control + shaders optimized to squeeze any extra fps possible.
So I considered all that Physically correct thing a bit of waste of time since almost every material got finally quite a bit of deviation from originally measured values to be looking good ingame. Especially things close to white, black or just anything too reflective or too bright and saturated.
So I gave dDo a try yesterday. Nothing is the same anymore, the Automation Hub doesn't show up, I can't seem to get my gloss and spec maps generated, the viewer doesn't seem to update. When I create a new texture base, load my Normals, Diffuse, and color ID map, it doesn't load up into the viewer, and I need to go load the maps individually afterwards again. What gives? My friend who purchased a license during 5.2 said that 5.3 feels totally different now.
I thought I was doing something wrong, so I checked out the tutorial on the Quixel website, and the UI in the tutorial isn't even the same as what I have on-screen.
Even the presets look completely weird. I loaded the Forest Moss preset, and it ended up looking like a green chrome in the viewer. Is this a problem on my end, or are there others having these same issues?
Replies
another sneak from the internet:
I can't wait to start using the new version.
http://dev.quixel.se/megascans
I'll love to check that out and the megascans, when the site comes back online.
https://www.youtube.com/watch?v=YyJJAp17K-Y
Great job Teddy & Co, can't wait to have a go at it!
Where is download!?
But at the same time I think that even with 1000+ different materials that they advertise, we will see the same materials over and over again, kind of like the always similar procedural dirt and wear that we saw when ddo came out. Thoughts?
you mean as we see brick textures or blanks over and over again ?
I dont think so - you can and should tweak the stuff alot.
Also i dont feel like seeing cgtextures over and over again.
No ? I see quite z bit of textures in game, that I have sources in my personal photo library ;p.
But honestly, I don't really care about it.
I want to see new nDO. I don't need dDO anymore/
Quixel doing it again!
[ame="http://www.youtube.com/watch?v=YyJJAp17K-Y"]DDO & 3DO Workflow Primer - YouTube[/ame]
I hope you guys are all as excited as I am about it releasing. I have been testing out all the software and its just..... awesome.
right? so when?
btw. tool for normal maps also will be refreshed. I miss the information about dates.
Lets face it with production realism these days, people demand better and better art, at similar turnaround times than before.
Games get more complex, budgets are not going to rise infinitely, it needs automation, shortcuts etc to make that happen.
You can't rise the quality and workload without rising the budgets, or finding ways to speed up things, it's just impossible.
Cant wait for this to release.
sorry noob question
Suite is one thing, but to use MegaScans you will likely need to buy subscription. Just like in any other texture site. (expect for goodtextures.com ;p).
They will give few for free probably.
dafuq? There is a lot of info on their main page http://quixel.se/
Is it free only for current customers?
Bottom of the page, click get legacy ddo? Works for me.
Few years ago our programmer was obsessed with measuring everything by a luxmeter ( albedo and such) And then it all goes for a totally fake Phong's specular shader + usual in-game linear lighting with very basic exposure control + shaders optimized to squeeze any extra fps possible.
So I considered all that Physically correct thing a bit of waste of time since almost every material got finally quite a bit of deviation from originally measured values to be looking good ingame. Especially things close to white, black or just anything too reflective or too bright and saturated.
Wonder is it something new now?
Never before used dDo so I'm testing free version. From what I know it doesn't create pbr texture, does it ? It supports only PBL?
I thought I was doing something wrong, so I checked out the tutorial on the Quixel website, and the UI in the tutorial isn't even the same as what I have on-screen.
Even the presets look completely weird. I loaded the Forest Moss preset, and it ended up looking like a green chrome in the viewer. Is this a problem on my end, or are there others having these same issues?