The new suite definitely speeds up my workflow. I have a ton of custom smart materials I've put together already. Here's one of the environments I am currently working on. the new DDO has been a part of at least 90% pf it (everything but a couple of assets that were done before the beta started). It's as standard a part of my workflow now as Maya and Photoshop are.
Did this highpoly scene for contest in two days. It could be done much faster tbh (particularly texturing), since it's my first attempt using Quixel Suite for highpoly models.
TINY! that's aweosme man Try upping the grain a bit in Toolbag if you're using a vignette like that, helps combat the banding (unless that's just jpg compression)
Thanks Tomlaird I fixed that up in photoshop.. the render is from 3DO... I also added a touch more color into the textures... makes him seem a bit more alive
Was working on my scene for Vray render when a Quixel Suite Beta launched and I quickly tried it for high quality texture of main object to make them a bit more unique around all other maded shaders. Well Vray calibration is on the way but i so loved to working with ddo that i don't mind to wait more for finally completing my project.
One of the first props.
Fantastic stuff everyone, I'm personally incredibly happy to see you share your works
Here's a collage of a few scenes, characters, creatures, vehicles, weapons, props & stylized pieces that were sent to us during beta:
Double posting Tom's gun I realize, hope you don't mind!
I have a question Eric, If I wanted my work to be featured on the Quixel Suite website and splash screen during an update, what is the best way to go about it? Do you guys choose them randomly from this thread or do you encourage artists to email their works to you?
Here's my latest work with dDo!
Sorry for the cross-posting, :P
Looks amazing man, I love the attention to the finer details - the wear, tear, and dust accumilation.
Now that I have some free time this weekend I'm going to spend as much as I can working on completing the hole saw. In addition to this I'm also working on a write up from my experience working on this project.
In the meantime, here's some renders of a Fridge I completed a while back using Maya for modelling and Quixel Suite to texture. I've also used this model and others to teach Quixel Suite to my students - of which have picked the program pretty quickly.
Finished up this environment recently. Uses the Quixel Suite for a good majority of the texture work. Pretty much anything that isn't foliage uses it in some way.
Relatively new to the Quixel's Ddo, this is the first character I've used it with.
Really like the program, might need to tweak the materials some though.
There is an error with the transparency on over the body if you look between the strings, but from what I understand not much I can do about that. I'll get it into UE4 sometime and get new shots.
Thank you guys for this wonderful program, it is much easier for us to task. Yes, the program has flaws, but they pale in comparison to its advantages ...
Here is my little contribution : I just started making something other then Hard-Surface to try out Zbrush,and my first batch of work will be focusing on Rocks,tilleable concrete floors and so on.
Modeling and Retopo was done in Zbrush,Unwrapping in Maya and texturing with the Quixel Suite.
Right now my workflow isn't very efficient and i'm trying to find a good balance on creating realistic rocks with a "next-gen" typical polycount :
Replies
Here is the splashscreen Gun
and here is a new one
Thanks!
Here's a collage of a few scenes, characters, creatures, vehicles, weapons, props & stylized pieces that were sent to us during beta:
Double posting Tom's gun I realize, hope you don't mind!
One of the first props.
Sorry for the cross-posting, :P
I have a question Eric, If I wanted my work to be featured on the Quixel Suite website and splash screen during an update, what is the best way to go about it? Do you guys choose them randomly from this thread or do you encourage artists to email their works to you?
Looks amazing man, I love the attention to the finer details - the wear, tear, and dust accumilation.
Now that I have some free time this weekend I'm going to spend as much as I can working on completing the hole saw. In addition to this I'm also working on a write up from my experience working on this project.
In the meantime, here's some renders of a Fridge I completed a while back using Maya for modelling and Quixel Suite to texture. I've also used this model and others to teach Quixel Suite to my students - of which have picked the program pretty quickly.
[ame]www.youtube.com/watch?v=7OEm-SBOe4I[/ame]
Here is a car i´ve textured with quixel wich i enjoyed.
Really like the program, might need to tweak the materials some though.
I finally bought the Suite, you are the best guys!
There is an error with the transparency on over the body if you look between the strings, but from what I understand not much I can do about that. I'll get it into UE4 sometime and get new shots.
DRSpaceman - The email is art@quixel.se
Thank you guys for this wonderful program, it is much easier for us to task. Yes, the program has flaws, but they pale in comparison to its advantages ...
By Grigory Dolzhenko
By Evgeny Borzaev
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[SKETCHFAB]e684c9fad19f4ed9831ff13a572c4167[/SKETCHFAB]
Here is my little contribution : I just started making something other then Hard-Surface to try out Zbrush,and my first batch of work will be focusing on Rocks,tilleable concrete floors and so on.
Modeling and Retopo was done in Zbrush,Unwrapping in Maya and texturing with the Quixel Suite.
Right now my workflow isn't very efficient and i'm trying to find a good balance on creating realistic rocks with a "next-gen" typical polycount :
http://www.polycount.com/forum/showthread.php?t=146478
All the textures (except for the walls, floor and ceiling) were made using DDO.
I'have been using Quixel Suite since the beta , It's time to give my contribution to this thread !
Here is a cross post from my project entirely textured with Quixel SUITE !
http://www.polycount.com/forum/showthread.php?p=2182343#post2182343
I'll Render some other props in Marmoset later
But for now here is my table in 3DO
PS:Quixel , Can't wait for the painting , baking and Megascans hope we'll see this soon
The Flak cannon model textured entirely in DDo. my first time using DDo, how'd it go?
[sketchfab]1daa3f4ff399437aa61250ef1b202d91[/sketchfab]
Mjölnir - UCAC5 by essimoon on Sketchfab