...
Right now the only working method of baking decent curvature from lowpoly (without normals or beveled highpoly) I have found is to use an inverted mesh and a Cavity bake mode in xNormal. And if I want a DDO-style curvature (convexity+concavity or, in other words, gray BG with white edges and black cavities), I have to do two separate xNormal bakes with two sets of meshes and combine them. As you can imagine, it's not a very fun workflow, so if DDO can actually catch curvature on every single edge properly, I'll be a very happy man
Is it sufficient to have a curvature map from the lowpoly only or would we ideally want to have one with all the highpoly and maybe NDO normal details?
A lowpoly one I could bake quite easily I guess, need to try that again...
/edit
No I cannot easily do that, sharp edges don't produce curvature with my method, highpoly model is needed in that case and baking from that or more geometry in the lowpoly.
Hi!
First, congrats for this amazing work!
Next I have a little question. On Quixel website, I see that the current suite got a Megascan starter pack included. I'd like to know if I pre-order the V2 I will have this starter pack too?
Thanks
Would be great if you could use the dDo painter to just paint diffuse and in addition to have a colour picker hot key like photoshops alt so I could use quixel for stylised projects
Run that by me again? Are you saying when I bake a high poly object down to low poly i do not need a tangent space map only world space ?
No he said for high poly you don't need a tangent space map. Which of course makes sense, its already the high poly, what good would the TS normals do?
You'd still of course need a TS normal baked from a high poly when using your low poly meshes.
Actually, he was talking about my question. I do a lot of work with meshes that are not low poly versions of a high poly mesh. They are just comparitively high poly. So you need to create a curvature map as there will be no normal map that has the edges etc.
I can't can't answer the question re V2 p, but there is a way to make a curvature map by using a World Space Normal map. It was covered in a thread about using high poly meshes with no lo-hi normal map.
Does purchasing 2.0 include the original NDO DDO and 3DO tools from 1.8 or is does it just include the new Painter tools?
I'm confused because a 2.0 preorder for everything is cheaper than buying a single DDO license.
I already own an NDO license, I'm wondering if I need to buy DDO to get the complete set or if I can just pre-order 2.0 at 30% off to get everything.
If you pre-order 2.0 u do not get the old legacy suite.. or at-least i never when i pre-ordered.
i am like yourself i only have the legacy ndo before i pre-ordered 2.0. so now need to wait for 2.0 to release before trying out some ue4 workflow with them.
Hopefully the wait isn't too long heh. itching at the bit to get my hands on them.
Sorry for the lack of presence from me, I am working like crazy to pull everything together for the 2.0 launch and dumped the forums on Wiktor who also has a lot to do. I can happily report that many videos are in the works, among them a full breakdown by wiktor on his amazing Feisar-ship from Wipeout
Hello i have a question , Quixel 2.0 works like that
1. im modeling an object in 3ds max
2. exported & imported into Quixel
3. texturing
4. saving maps and then loading them into (for example 3ds max) and textured model in Quixel looks exacly the same in 3ds max? ( i mean texture and materials) im i right?
Hello i have a question how Quixel 2.0 works
- modeling objects in 3ds max
- export into Quixel
- texturing
- exporting materials into 3ds max ( and loading bitmaps ) and everything look exacly the same?
Sorry for the lack of presence from me, I am working like crazy to pull everything together for the 2.0 launch and dumped the forums on Wiktor who also has a lot to do. I can happily report that many videos are in the works, among them a full breakdown by wiktor on his amazing Feisar-ship from Wipeout
Maybe at some point Quixel will make the other part they promised at the end of this video:
Looking sweet.
about the color id swatches, are you changing the fbx? i know this might be just specific to me, but I use blender to make highpoly models, then low and bake all the stuff with xnormal, and biggest problem for me was having proper color id map, until started to use vertex colors and bake those. which ofcourse led another problem, vertex colors in blender are pain to organize. so i used the fbx colorswatch diffuse color in materal and copied it to vertex color. to which i made own script ( found here http://community.cgcookie.com/t/material-selection-to-vertex-colors-with-the-material-color/2157/5 )
so that out of the way, how are you changing the fbx colorswatch diffuse values?
cheers, can't wait for the 2.0
We have overhauled the Color Fbx file! Guerilla render looks promising, we are trying to support as many as possible and Im sure we can do it for Guerilla too! If you preorder 2.0 you don't get access to 1,8 actually, we want to start off new customers on a clean slate. But don't worry, you wont have to wait long for it!
I can also happily announce that we have several video tutorials in the works and even more are planned!
Looking sweet.
about the color id swatches, are you changing the fbx? i know this might be just specific to me, but I use blender to make highpoly models, then low and bake all the stuff with xnormal, and biggest problem for me was having proper color id map, until started to use vertex colors and bake those. which ofcourse led another problem, vertex colors in blender are pain to organize. so i used the fbx colorswatch diffuse color in materal and copied it to vertex color. to which i made own script ( found here http://community.cgcookie.com/t/material-selection-to-vertex-colors-with-the-material-color/2157/5 )
so that out of the way, how are you changing the fbx colorswatch diffuse values?
cheers, can't wait for the 2.0
It's really easy to bake a colour map in Blender.
1. For BI
- apply a standard material to your high poly with the colour ID value as diffuse colour (of course you can use multiple materials per object)
- bake "texture" from your high to low poly
2. For Cycle
- apply a material to your high poly with either diffuse, gloss or emit shader, the color ID value as colour (of course you can use multiple materials per object)
- bake "diffuse", "gloss" or "emit colour" from your high to low poly
I prefer to uses cycles because you can easily bake other maps with it as well, without changing the materials, just by using the different shaders.
Rikk The Gaijin DDS is most common format for games, no wonder that some people in industry dont know about it because they work in VFX, Architectural Rendering or other. So dont judge from one point of view.
If you don't know what DDS format is, you might better find another job...
and oh no, it will take years and years of training to learn what dds is, he might better find a different industry, no one could possibly adapt and understand this DSS thing :poly142:
Everyone typically deals with lossless formats that are then converted to DDS automatically by the engine. At least, that's how it works in Unity and CE, so yeah I wouldn't be suprised to meet an artist who has not opened a single DDS file in years.
Truthfully, the only reason I even have the DDS tool for Photoshop is for Nvidia's Transmogrifying Textures, Volume 1, from like 2003! There's still some decent stuff in that texture pack.
So I have a question about 2.0. My Quixel trial is about to end and I think I'm going to need to use the suite a lot in the next few weeks. If I purchase the current Quixel, then I'll get the 2.0 suite when it's released? But if I pre-order the 2.0 suite for the 30% off, will I be able to use the current version as if I had a license for it? Or will I have to wait till 2.0 comes out to have the license? I would like to purchase it on discount if possible.
Also, is 2.0 the same thing as what is out now with more features? Sorry if I'm asking dumb questions, I'm not sure exactly how it works yet.
Pre-ordering 2.0 Does not give you access to 1.8 since we want 2.0 user to start from a clean slate!
But since I guess you want that 30% discount you can contact Cyra@quixel.se and ask her to extend the trial period for 1.8 since you intend to buy 2.0.
2.0 is the same as 1.8 but uptadet, so If you know 1.8 you will be able to learn 2.0 very fast Plus there is a bunch of tutorial videos coming out soon!
Hey Eric, you think you could pretty please post another video to tide us over till release? Me and the guys I work with are waiting patiently since we sadly never made it into the beta. Thanks!
Replies
Are there any mirroring options while 3D painting?
The video is a bit too fast even with lowering the speed.
Feels to me like the viewer is not supposed to see too clearly what is going on.
Is it possible to user 16bit (per channel) gradient maps? Maybe it even is already in the current version?
Regarding tutorials/manuals, I would appreciate to get clear recommendations for each input map, like format, padding, anti-aliasing, etc.
I'm curious about curvature maps in general and how the curvature map is generated as well. In 1.8 it was obviously created from the other maps.
Is it sufficient to have a curvature map from the lowpoly only or would we ideally want to have one with all the highpoly and maybe NDO normal details?
A lowpoly one I could bake quite easily I guess, need to try that again...
/edit
No I cannot easily do that, sharp edges don't produce curvature with my method, highpoly model is needed in that case and baking from that or more geometry in the lowpoly.
First, congrats for this amazing work!
Next I have a little question. On Quixel website, I see that the current suite got a Megascan starter pack included. I'd like to know if I pre-order the V2 I will have this starter pack too?
Thanks
Run that by me again? Are you saying when I bake a high poly object down to low poly i do not need a tangent space map only world space ?
No he said for high poly you don't need a tangent space map. Which of course makes sense, its already the high poly, what good would the TS normals do?
You'd still of course need a TS normal baked from a high poly when using your low poly meshes.
I'm confused because a 2.0 preorder for everything is cheaper than buying a single DDO license.
I already own an NDO license, I'm wondering if I need to buy DDO to get the complete set or if I can just pre-order 2.0 at 30% off to get everything.
Can we please have an answer to this question about the GPU baker?
http://www.polycount.com/forum/showpost.php?p=2349398&postcount=148
I'm glad to see many others in this thread are also curious about hardsurface curvature.
If you pre-order 2.0 u do not get the old legacy suite.. or at-least i never when i pre-ordered.
i am like yourself i only have the legacy ndo before i pre-ordered 2.0. so now need to wait for 2.0 to release before trying out some ue4 workflow with them.
Hopefully the wait isn't too long heh. itching at the bit to get my hands on them.
I would love to try out 2.0 and I could really use it on a project atm.
It would be nice to see the workflows used for it
1. im modeling an object in 3ds max
2. exported & imported into Quixel
3. texturing
4. saving maps and then loading them into (for example 3ds max) and textured model in Quixel looks exacly the same in 3ds max? ( i mean texture and materials) im i right?
- modeling objects in 3ds max
- export into Quixel
- texturing
- exporting materials into 3ds max ( and loading bitmaps ) and everything look exacly the same?
let the good times roll (¤¿¤)
Tungerz - I can see the light at the end of the tunnel too! Lets hope its not a train.
You know what you need Eric? You need Quixel 2.0 man. Just use Quixel 2.0. Everything will be fine.
Maybe at some point Quixel will make the other part they promised at the end of this video:
[ame]https://www.youtube.com/watch?v=Rwj0mQTMrK8[/ame]
(This is a joke by the way)
about the color id swatches, are you changing the fbx? i know this might be just specific to me, but I use blender to make highpoly models, then low and bake all the stuff with xnormal, and biggest problem for me was having proper color id map, until started to use vertex colors and bake those. which ofcourse led another problem, vertex colors in blender are pain to organize. so i used the fbx colorswatch diffuse color in materal and copied it to vertex color. to which i made own script ( found here http://community.cgcookie.com/t/material-selection-to-vertex-colors-with-the-material-color/2157/5 )
so that out of the way, how are you changing the fbx colorswatch diffuse values?
cheers, can't wait for the 2.0
and if we pre-order the SUITE 2.0, the license will work with the 1.8 too?
I can also happily announce that we have several video tutorials in the works and even more are planned!
It's really easy to bake a colour map in Blender.
1. For BI
- apply a standard material to your high poly with the colour ID value as diffuse colour (of course you can use multiple materials per object)
- bake "texture" from your high to low poly
2. For Cycle
- apply a material to your high poly with either diffuse, gloss or emit shader, the color ID value as colour (of course you can use multiple materials per object)
- bake "diffuse", "gloss" or "emit colour" from your high to low poly
I prefer to uses cycles because you can easily bake other maps with it as well, without changing the materials, just by using the different shaders.
Prime8 - Thanks for the tip!
PiroKun - It might, if you explain to me what dds is , I don't know when the presale is over, but it will last a bit longer at least!
https://msdn.microsoft.com/en-us/library/windows/desktop/bb943990%28v=vs.85%29.aspx
DDS is most common format for games, no wonder that some people in industry dont know about it because they work in VFX, Architectural Rendering or other. So dont judge from one point of view.
Also, is 2.0 the same thing as what is out now with more features? Sorry if I'm asking dumb questions, I'm not sure exactly how it works yet.
Pre-ordering 2.0 Does not give you access to 1.8 since we want 2.0 user to start from a clean slate!
But since I guess you want that 30% discount you can contact Cyra@quixel.se and ask her to extend the trial period for 1.8 since you intend to buy 2.0.
2.0 is the same as 1.8 but uptadet, so If you know 1.8 you will be able to learn 2.0 very fast Plus there is a bunch of tutorial videos coming out soon!