A Tesla Coil
Used nDO and DDO to set up the layers inside photoshop. Love the program!
I really like to paint details inside it, the feature to copy to all the maps is simply time saving!
Here are some renders from a model I did using a combination of the old dDo, the new dDo and some manual texturing. It's a modular game model with a flamethrower (Rendered in Marmoset Toolbag 2).
Here's the prop for the August Noob Challenge i made. Since i wanted to learn how dDo works, I thought what better prop to try it on.
So I'm posting it here since i didn't follow the rules for the challenge.
Here's an old Coka Cola machine I've been working on This is the first time texturing with Quixel Suite for me. I'm really impressed by how easy it was and how good the result got. The downsides are the bugs and loading times. I'm really looking forward to the retail version!
Btw - the gastank in the first render is the "Military Green Metal", the skirt is the "Raptor Skin" with adjusted colors, the armor is the "Armor" - preset, all with very little adjustments from the new dDo.
So I just got the beta for the SUITE this week, don't know how I missed it all this time. I started off with some hard surface stuff, but ended up doing the second image to test how DDO handles skin. All texturing done in DDO and rendered in Toolbag 2. Little gruesome, but it does the job.
I had some time over the past couple of days to get this relatively finished. I'd like to make an entire scene in this super clean style. Textures with DDO, normal map detail with NDO, rendered in Toolbag 2.
@Shanteez You should always feel comfortable posting your stuff. Crits and feedback are one of the best ways to get better. Plus its fun to see how other people react to what you create.
Here's a VOX guitar amp that I've been working on for work. It's been done for Arnold, so here's an Arnold render and some screenshot from 3DO. I loved doing it!!!
EDIT: sorry, can't manage to insert an image, so they are attached to the post.
Thought I'd share.
I retextured a character i created for a VR demo called TraVR. Screengrabs are from the Quixel viewer only, which i found to be very nice.
Finished some Fan-art based on the show "Vikings". Was really pleased with the results of Quixel suit once I got it up and running. Armor textured w/ Quixel suit and image rendered in Marmoset.
Very very cool stuff guys!! We´re working real hard to add new materials for coming releases, hopefully we can get some leather in there before Ragnar "Blood Eagle´s" me
Heres a few mostly from WIP and unfinished projects.
Mirrors Edge inspired scene in UE4. I never finished making the lights.
Here is an opium pipe I made for a test workflow into Second Life.
Since Second Life does not support PBR materials, I tested, with the help of blendertuts, how baking PBR in blender's cycles would turn out. This is the result in Second Life with its rather crude rendering engine. (DIFFUSE, SPEC, NORMAL) I think not too shabby for some 1999 rendering tech.
Hey guys, I lurk on Polycount every now and then and it's inspiring to see the results of the Polycount community using Quixel Suite to texture their models and in-game assets.
Below is a model of a Holesaw that I've been working on for about a month now (when I get a chance). Two weeks of that have been eaten up from texturing it, which is still an on-going process. I hope to have it complete by this week, fingers crossed. (Grey areas are incomplete).
In these renders, I'm using 3DO and a combination of both Depth of Field and Tilt Shift with Iris Blur checked.
If anyone would like to know my approach for creating the textures seen here using DDO, I can write up a full breakdown covering the creation of the materials once the model is complete.
Feel free to add some C&C if you'd like, but please keep it constructive. Thanks!
Hi guys, here's my little contribution to this thread.
Love this tool, huge time savior! All texturing was done with ddo in three days (just robot, not environment ).
Thanks again to Quixel for this amazing software.
Replies
Another rock study I did rendered with 3DO.
Used nDO and DDO to set up the layers inside photoshop. Love the program!
I really like to paint details inside it, the feature to copy to all the maps is simply time saving!
Based on weapon concepts from the ratched and clank series.
All textures made with quixel (even the flames ), except the text on the small decal.
All textures made with dDo and then rendered with Marmoset Toolbag 2.
[SKETCHFAB]90fabca090ff42e5b3c26b4fe5635d6e[/SKETCHFAB]
http://tipagraphic.blogspot.be/2012/...per-rifle.html
Model in Cinema 4D, texturing in DDO and render in Marmoset!
dDo with rendering in 3Do
- Mobile Low-Poly Game Ready
- Less of 2000 tris total;
- Full Quixel Textured;
Here are some renders from a model I did using a combination of the old dDo, the new dDo and some manual texturing. It's a modular game model with a flamethrower (Rendered in Marmoset Toolbag 2).
So I'm posting it here since i didn't follow the rules for the challenge.
EDIT: sorry, can't manage to insert an image, so they are attached to the post.
@hugojackson18 as a guitar player i must say I´m jealous, let me know if you have an abundance of VOX:es lying around, I´ll take em off your hands
I retextured a character i created for a VR demo called TraVR. Screengrabs are from the Quixel viewer only, which i found to be very nice.
cheers!
Stunning!
Mirrors Edge inspired scene in UE4. I never finished making the lights.
Here is an opium pipe I made for a test workflow into Second Life.
Since Second Life does not support PBR materials, I tested, with the help of blendertuts, how baking PBR in blender's cycles would turn out. This is the result in Second Life with its rather crude rendering engine. (DIFFUSE, SPEC, NORMAL) I think not too shabby for some 1999 rendering tech.
Quixel suite was a huge time saver for the textures.
I'm working on the environment now.
Below is a model of a Holesaw that I've been working on for about a month now (when I get a chance). Two weeks of that have been eaten up from texturing it, which is still an on-going process. I hope to have it complete by this week, fingers crossed. (Grey areas are incomplete).
In these renders, I'm using 3DO and a combination of both Depth of Field and Tilt Shift with Iris Blur checked.
If anyone would like to know my approach for creating the textures seen here using DDO, I can write up a full breakdown covering the creation of the materials once the model is complete.
Feel free to add some C&C if you'd like, but please keep it constructive. Thanks!
@Drspaceman - A guide would be fantastic to see! we´re always so curios to see how Quixel tools are used!
Love this tool, huge time savior! All texturing was done with ddo in three days (just robot, not environment ).
Thanks again to Quixel for this amazing software.
been working on this recently, now its done i gues
i used DDO a lot for this girl, here are two shots demonstrating my usage of NDO on her gun:
i used DDO for her body and NDO and DDO for the gun and the floor tiles