I am new to Quixel Suite as before I have just been texturing in UE4 directly, but as nice as you can get the materials there, you need more detail such as dirt around edges, sand in cavities etc, and DDO does that perfectly.
However, I have been texturing long modular wall/floor meshes that I exported with Maya, properly UV'd with baked OS/TS normals, AO, and color maps. In UE4, I can apply my wood mats directly perfectly, and they tile correctly and look great. However, they lack detail as said above, but whenever I bring them into DDO and apply the same diffuse texture and mabye some masked dust to add more detail, I always get stretched, low resolution results, and if I reduce the scale of the material (I have tested with many materials), it just creates a really obvious tiling effect. Also, as well as that, when I bring the textures into UE4, they look nowhere near as defined and lack so much depth in comparison to the DDO material ball preview.
Is there something I'm missing? I basically want to get lots of very nice tiny details, so that when the player gets close to a surface it reveals loads of details, and avoid any kind of low res blockiness. I start the DDO project with a texel density of 4096, and the wood textures I use are larger than 4k, so surely it isn't a texture resolution issue?
Is DDO just suited for smaller models like detailed armour/weapons as opposed to whole wall/floor pieces?
Thanks!
Replies
You said the wood textures you are using are more than 4K, is that the image you use as a base for your textures or are your textures also 4K?
using 4096 as texel density might be a bit high, but without knowing your texture size its hard to say! It would help with some pictures as well, maybe one from DDO and one from UE4
I do think it is something I'm doing wrong with my input maps/meshes, as I am using the exact same textures in UE4 as I am in DDO.
The image I use for my textures is greater than 4K, what is the difference between that and a 4K material? [ I'm still new to this so I have no idea ]
Here are some examples in UE4 vs. DDO (Focusing on the fine detail in the grains of wood when close to meshes). The mesh is simple but better to get it working on a simple mesh before trying more complex stuff!
I have one shot of the mesh I used in DDO with the same wood material applied in UE4 (https://www.dropbox.com/s/9k9u5j0a4kx7e7q/ScreenshotUE4.png?dl=0) , one focusing on the very close up detail in the material itself (https://www.dropbox.com/s/k9g7go4ju6abz0o/UE4_Fine_Detail_2.png?dl=0), and then two shots in DDO, one with just the very same wood texture applied by itself (https://www.dropbox.com/s/xg41dangww1r2h8/DDO_Wood_Texture.png?dl=0), and one with that texture plus a simple sand mask (https://www.dropbox.com/s/q5ma8uphgm6gxoh/DDO_Mask_Texture.png?dl=0). You can see the very low resolution and stretching in the DDO shots!
Many thanks!
As for the difference in quality of the textures between 3DO and UE4, I actually don't see it. Would you mind explaining a bit more, preferably with comparison shots?
Thanks!
I have since gotten much better results with DDO, however on a more complex object (a detailed Assault Rifle) with a very packed UV map, I can't get the same clear results- getting some blurring. I do think this is due to my poor UV'ing technique, so I'll keep trying!
Keep up the awesome work- love what you guys are doing!