I am now experiencing 2 different problems with my latest attempt at quixel.
1.) When i hit 3do my obj model does not show up.. totally blank. If i load any sphere or cube that quixel has as an option... there is no texture applied at all.. even if i hit refresh.
2.) I closed it tried again from scratch.. even exported a new obj of a mesh that was original seperate meshes, but they are all combined into 1 now.... problem is its in 3do, but 1 of the meshes has no texture on it... even though the rest do... even though they are all technically 1 mesh since they were all combined...
Any ideas?
Replies
And yes.. i paid for the full version so im not working off a demo or anything. I don't know what to do with this. Can anyone who built the application respond?
http://quixel.se/usermanual/quixelsuite/doku.php?id=ddo_samples
Just to make sure that everything is working correctly. If you could send me the obj files I could take a look at it!
- Teddy
So it seems your mesh has two mesh groups, one for the pole and one for the rest (polySurface22 and TurtleDefaultBakeLayer). You should be able to see the two groups when plugging in the mesh into the Base Creator:
This means one material will be created per mesh group. This is why one part of the mesh is textured, and the pole remains untextured; in the DDO window you should see two tabs, one for each group (of which one has only been textured).
If your mesh is just supposed to be one whole object with just one UV, make sure to collapse down the two groups into just 1 group before you create the project, and it will share just 1 texture for the entire object.
Let me know if this helped
- Teddy
- Teddy
a) Make sure it is scaled to real world values
b) Make sure the object is set to 0,0,0 (center of the scene) before export
c) Make sure you triangulate your mesh on export. DDO does not triangulate meshes as game engines do, you need to do this manually.
As for the 2 different mshes, as others have set you have 2 different material IDs on the same mesh. Meaning some of your faces are assigned to a different material. All you need to do is select all of your faces and assign a new material to all of them, then export again.
Sands, none of that is the issue. To avoid double posting ...
http://www.polycount.com/forum/showthread.php?t=150357
At that link i think i found the issue.
As you can see, The Suite recognizes serveral meshgroups, this is why you can texture your entire mesh, because when you only select inputs for one group the other groups will remain untextured. If you look here at your mesh in the outliner in maya you can clearly see that the mesh contain a number of groups.
After deleting the unused meshgroups everything worked perfectly in DDO, I did not input any other maps then the OBJ and a one colored ID-map so the result looks like this:
So to avoid these problems in the future just make sure your meshes are properly exported from your 3D package and you should be all good to go!
Here is the file if you want to take a look!
https://www.dropbox.com/s/hdn3a2v87x2uzbf/Quixel_Export_kurylo3d.obj?dl=0
I actually saw those mesh groups myself. Last time i tried deleting them and reexporting and i still had the same problem. Reason was turtle renderer was still enabled in the scene.. whats worse u cant delete the turtle node.. once its in the scene.. thats why i go through the trouble of disabling it first then starting a new scene.