Hello, I recently started 3D-modeling again (familiar with the concepts but other than that I'm pretty much a total beginner) and started using Blender for the modeling part. I bought the Quixel suite a while ago in the hopes it would speed up some texturing work but now that I'm trying to figure out how to use it I'm running into some issues.
To simplify the issues I tried using the simplest of cubes and a high poly version of said cube.
As you can see Quixel does not seem to "know" that all edges are supposed to be sharp even though I used "mark sharp" and at export applied the "edge split" modifier with only "sharp edges" ticked in blender. (the applied smart material in DDO was someting alike "rusted galvanized metal")
Dropbox shortened link to blender file (if it can be of use):
http://tinyurl.com/nt6ujns
(I am aware that the UV islands are not optimized)
Could someone explain what I am doing wrong that makes DDO behave this way or write/refer to the proper workflow of working with blender for texturing in DDO?
Any help would be much appreciated!
Regards,
Bonny
Replies
Another option is to just use xNormal, witch, in my opinion, is much more easier to work with.
Hope that helps a bit.
Hi, I apologize for it not being clear but at the time of bake the objects were at the same position, I've used xNormal before just not for DDO, might give that a shot.
You don't need to triangulate or unwrap your high poly object, but you should set it to Smooth Shading.
The low poly should be triangulated on export, and also set to Smooth Shading. Also, in the Vertex Groups tab, check the Auto Smooth button, and you can usually leave it at 180 degrees.
I export each object as an FBX file for XNormal, then the low poly again as an OBJ for Quixel. These settings have worked pretty well for me:
A cage is also helpful for more complicated models. I take the low poly object, go into Edit Mode, select all vertices, and Alt + S to scale them up very slightly. Then export as FBX, and undo your scaling operation.
Let me know if you have any questions on any of that. It can take a lot of trial and error sometimes, so don't give up!
Here is the normal map I used (baked from blender).
EDIT: I dont think I actually managed to fix my problem, another user by the name "hostis" seem to be experiencing similar problems: http://www.polycount.com/forum/showthread.php?t=153509
I was totally about to say that "well I baked the last normals in xNormal so it cant possibly be that problem" but then I opened up xNormal and what do you know, the filetype was set to png which supports alpha, so I changed it to jpeg and now it seems to work fine!
Thank you so much Beco, I probably would never have though about the alpha since I thought xNormal would "know" not to include it :P