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Question about HQ Materials / Maps

Hi @ all
I just saw the quixel trailer for they're products on quixel.com
There was a really cool and realitic map "bricks" my question is how to produce maps and normals with the same quality and sharpness ? I mean it says 8K texture ok, but that can't be just the reason for the quality. ???

zke39mll.jpg

Replies

  • Computron
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    Computron polycounter lvl 13
    They built a custom scanner that uses a bunch of cool photogrammetry and filtering and fancy maths to get accurate maps of all the PBR parameters. They got an awesome PBR Renderer called 3Do showing you that sphere all tessellated, lit and shaded based on real world physics.
  • snoop
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    snoop polycounter lvl 7
    Not to mention 8192x8192 maps most definitely DO play a role in the quality. I get what you're saying, but simply shoving that fact off to the side doesn't change that it's playing a pretty large role here.
  • ZacD
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    ZacD ngon master
    It'd look just as good at 2k, a 1080p monitor is roughly 2k x 1k, and that image isn't any larger than your screen.
  • David1983
    it would be interesting to know how to produce nearly the same quality of textures, i'm mean the maps look really amazing, the only problem i see is, i would hate it so to see the same maps in every game, when developers start using them.. :)
  • Quack!
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    Quack! polycounter lvl 17
    David1983 wrote: »
    it would be interesting to know how to produce nearly the same quality of textures, i'm mean the maps look really amazing, the only problem i see is, i would hate it so to see the same maps in every game, when developers start using them.. :)

    Players would never notice if the same map was used in two seperate games. That wouldn't be a concern. Plus, with some slight diffuse/roughness tweaks to fit your personal environment, there would be nothing to worry about.
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