Thanks for the export tips. But how to set the id colors and normal maps etc...??
Color IDs are created per poly selection:
Make a selection and add a material to that selection using whatever color you want and make sure the diffuse is set to 100% Continue making selections until your model is complete. To bake a color ID map you need to add (in the shader tree) a Diffuse Coefficient render output and make sure the Alpha output is turned off. I also get better ID maps with antialiasing is turned OFF, this stops pixel blending which can confuse Quixel.
Set your render output size to 512x512,1024x1024 etc
Replies
We have a tutorial for Octane on Quixel.se/learn - check it out!
I have always had triangulation issues with OBJ from modo, using FBX now solves this (thanks for adding this option Quixel)
Make sure to flip your normals (if baked in modo)
cheers
Make a selection and add a material to that selection using whatever color you want and make sure the diffuse is set to 100%
Continue making selections until your model is complete.
To bake a color ID map you need to add (in the shader tree) a Diffuse Coefficient render output and make sure the Alpha output is turned off. I also get better ID maps with antialiasing is turned OFF, this stops pixel blending which can confuse Quixel.
Set your render output size to 512x512,1024x1024 etc
Then bake to render outputs.
For normals:
https://www.youtube.com/watch?v=txspZB787tE