HeyGuys/ Looking for someone to help me out in quixel suite texturing, after weeks i still cant do shit with the program iam desperate
I focus on modelling, my softwares are maya, zbrush.
I know i have to use uv-layout and xnormal with quixel suite but these 3 programs confuses the hell out of me.
If you are familiar with these programs and dont mind helping me out communicating via facebook just reply to this thread.
thx
Replies
"texturing made easy" no
We have a wiki covering pretty much everything you need to know in this regard. I'd suggest reading it for a start: http://wiki.polycount.com/wiki/Polycount
After practicing, if you're still having issues, head-over to the correct section of the forum (technical talk).
sry for asking for help after months of nothing
photoshop loads a texture and its not shown in the 3do (tried force refresh)
also my model in the previewer is still low poly after starting my quixel suite (with normal or height maps added)
I think I understand where you're coming from, it's hard to start with texturing and get bombarded with the wealth of steps and sliders. I'll try to boil it down for you.
To get quixel working correctly you need the following
Hi Res Mesh - (for map baking)
Lo Res Mesh - (for map baking) and import
On very specific thing about the lores mesh, you'll need it to have a uv map, and also triangulated polygons (or the mesh won't show up in 3do). If you're using maya triangulation can be done using the Edit Mesh >> Assign Invisible Faces on the polygons layout.
Again, the mesh will not load correctly in 3do unless it sees the triangulation and you will have a bad time.
It is correct that teh model you use in 3do should be the lores mesh.
Regarding maps, you will need to have the following generated for quixel to have full functionality
Normal Map (vertex space)
Normal Map (object space)
Occlusion Map
Curvature Map
Height Map
ID Map
I've linked a version of each of these here, which will make the communtiy laugh at how unpacked they are.
You can and will be able to setup your ddo project without all of these, but you won't be able to use some of the functions.
Let us know if this gets you up and running or whetehr your problem is somethign altogether different.
If your maps aren't working, tell the forum what file type, resolution, colour space etc your files are and we can all work together to help you get going.
Welcome and looking forward to seeing your work in quixel, you'll have a blast
I have no idea if there's a best way to generate id maps (in maya land folks seem to like transfer maps tool, but i don't like the results it gives myslef. If anyone has tips or tools to share about this i'm all ears as it's pretty time consuming in my experience.
Top tip - use the snipping tool (type it into windows) to make quick screengrabs that you can show where you're getting stuck. The more info you can give us here the quicker we can figure out what's going wrong for you.
post some samples up when you get it working.
Persevere, i think it took three seperate attempts to wrap my head around quixel suite. Then I purchased it immediately. you won't regret it.
from looking at your tex map, I don't see a problem. it looks like ddo successfully processed your map.
show your model and uv maps
show the baking settings you're using to generate normal map
show your ID map that you plug into quixel
detail exactly what you expected to see and why you were disappointed with the results
use screengrabs with drawovers to show folks where the problem areas are.
you've not gone into too much detail about how you generated your model, uv map, or input maps, so you won't get much more than guesses from the community. If i was a betting man my money would be on some of your uvs being flipped, but that is just a guess.
hope someone knows how to avoid these shits (the edges also look shitty in 3do)