I was wondering if and/or how easy it is to do custom wear, scratches, gouges and other things to specific areas with Quixel. Like the wear on top of this radio for example. What about simple scratches or burnishing? Also, in the video below, near 37:19, a scratch pattern is put on the sword, can I still do stuff like this and work with Quixel at the same time?
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https://www.youtube.com/watch?v=Gnh01WJOK8o[/ame]
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/me faints!
What is the /m at the texel density input? If i put in 4096, i am working with 4k in ddo and 3do yes?
Is there interated autobackup? I noticed i could mess up the maps pretty easily and cant seem to dind a way to backup.
If you instruct it to use 4096, yes, you will be working at 4k.
I don't know of any auto-backup outside of the native backup that Photoshop CS6 has in case of crashing.
Is 3do okay to use for portfolio shots. It looked somewhat nicer than marmoset on one of the tutorials.
Does it not support FBX?
In regards to 3DO, I don't see why not. It's a good renderer. I've used it to create renders for some things here at the office that we're showing off.
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Quixel really nailed the auxiliary wear details IMO. I did 4 years in autobody work, did tons of car restoration work, regularly scavenged junk yards and the subtle details i see in the wear effects seem spot on. Hope they don't change. In fact thats one the thoughts i had when using Substance, that i hoped they would always release old versions of new detail generation algorithms when significant changes were made. Mainly because i could envision nice features going down the drain pretty easily if the devs weren't careful, especially since personal preference/taste can vary so greatly among devs and devs can change, etc.
Are you referring to the Dynamask presets? If any of that ever changes, you can always make your own. I have several custom presets for the vehicles I develop - no two are ever quite the same, and the same preset won't always give the same result.
If the suite crashes and my psd files are still up, is there a way to open DDO and start again right then or should i close the psd files and reload everything again?
The Suite is simply a "cover" for Photoshop. If the files are loaded and visible (e.g. you have one of the DDO/NDO layers active) DDO or NDO will automatically switch over to the active project. This also works if you open up anything that isn't directly related to your project. DDO will go back to the base creator. If you select a DDO map in Photoshop and close DDO, it will restart immediately with the project loaded up again.
Quixel, you guys have THE best rust material i've ever seen. And again, i just find the masks you guys use absolutely lovely.
Question: Does anyone know if the height map actually "lifts" like a displacement map in quixel? I noticed some of the materials appear to jump off the surface. IE, the sides of the sphere look uneven with some of the materials for example.
Im also asking because of this example from here: http://advancedndo.tumblr.com/
Like is that some sort of occlusion calculation or is that a tessellated mesh hes applying it to?
That makes me wonder if it would be helpful for the others having crashing problems to try older drivers until 2.0 comes out.
If its of any help my system is a Dell XPS L702X with the 3GB dedicated version of the Nvidia 555M and the Intel 2630QM, 16GB ram, Photoshop CC and an up to date Windows 7. No anti-malware except Window's built in stuff.
I do not have the patch i saw in the other thread as i assumed it came with the version i downloaded recently, but i will double check sometime soon.
Heres another, sorry.
What maps should i work with or is there a guide to choosing which maps to enable for specific engines? What is the "roughness" map called in Quixel?
Also i forgot to ask. If there are any not-well-known performance tweaks like ini settings I'd love to hear them.
It would be nice if there a way to keep the dynamask viewer in main memory so it pops up right away. I still have tons of ram left for ddo according to task manager.
I don't think you can keep Dynamask up indefinitely. It loads as-needed.
Will dynamask not use the AO map if it is not also created as an input mask? Ie, can i delete the AO map tab and have dynamask still have access?
I was wondering because: For the spec/gloss workflow, can i delete the AO input map and instead add it as a overlayed material with a diffuse material with the usual multiply blending mode? I wonder if i could save on some processing time or if it would make little difference. Same concern for the bump map.
What the benefit of the bump map alongside a normal map? I noticed many presents have both.
Again, truly sorry for the 20 questions.
I have no idea, honestly. I imagine it will still be there in memory or at a physical location, so DDO will reference it if needed. Give it a shot and find out.
I have a custom preset built specifically for making an DDO version of my AO layer. I don't see why you couldn't do it.
The bump channel is for custom normals. Anything you add in there will be combined with the normal channel on export.