Now that the holidays are basically over and everyone is slowly returning to work again, I'd like to start up a thread just for us Quixel users. What are you guys developing these days? I'm actually entering into the Trek vs Wars contest for fun, with a Type 2 hand phaser - rendered in real-time with 3DO.
I'll kick off this thread. Show us what you're up to!
Below will be my first serious project with the new suite based on a low poly hard surface workflow in modo. Will post updates as it progresses for now it's almost ready as I want to use ndo2 for the details, a part of quixel I have never used
That's the base material so I still want to get into NDO to finish it off. There should actually be at least one tutorial just for NDO as it's a very powerful feature that you guys are not really pushing out (hint hint).
Qixels suite so far proven to be a real life saver, despite me having numerous problems with it and periodic crashes of my videocard drivers. I have no idea how'd I painted that by hand, and it surely would be looking far worse.
Just started in quixel suite, ists still lacking some detail but i'll try and fix that with ndo. Right now im just experimenting with the color palette. what do you guys think?
Recently made the switch to Modo from C4D / 3DSMax land. Im absolutely loving it. Even though I wasnt finished the modelling yet of this Ghost In The Shell spider tank, I wanted to do some quixel tests to it.
This was a quick once over:
Texture scale is way wrong but I like the way its headed.
Nice work guys! I recently finished baking my assault rifle and got it into Quixel Suite 2.0. I have been looking forward to trying out 2.0 for a long time. Here is my first attempt at texturing it. I spent a few evenings just testing out the new features and I think I finally have a good grasp of how to approach 2.0.
Part of a project I've been working on, laser scanned model from Ten24 retop'd and details baked down to ~20,000 polys
Quite pleased with how it's turned out so far but not a huge fan of some of the reflection on the thigh closest to the camera and just under the jawline. If anyone's got any ideas for what might make those areas look better I'm all ears!
Great work, guys! I love seeing everything posted here. Helps keep the inspiration up. Between all the support posts I make and the other stuff I do for Quixel, sometimes it's nice to finally finish a project: https://www.artstation.com/artwork/46YPn
I finally got a chance to try out the painter since it came out, it's a ton of fun!
Tried my hand at a medium-poly barrel to try that no normal bakes pipeline, so quixel treated it like a high-poly. I'm super glad 3do has a baker that ddo can read - importing curvature from a third party app was always a guess and check process until now.
Cross post from main WAYWO thread. Bastion and Ganymede from Overwatch. Textured in DDO and NDO, and rendered in Marmoset Toolbag 2. More images and Marmoset viewers on the link below. https://www.artstation.com/artwork/gVVvL
(crosspost from the main WAYWO page) I just finished working on this sci fi bike. I wanted to make something
and not keep track of the poly count, so its pretty high. I textured it
in Quixel suite, man I love the post processing you can do in the 3do
window. Credit for the concept goes to Andre Mealha. Please check out my artstation page where I've got more renders up.
Replies
don't ask me what it is, I don't know
will post the texturing workflow !
cheer
That's the base material so I still want to get into NDO to finish it off. There should actually be at least one tutorial just for NDO as it's a very powerful feature that you guys are not really pushing out (hint hint).
Qixels suite so far proven to be a real life saver, despite me having numerous problems with it and periodic crashes of my videocard drivers. I have no idea how'd I painted that by hand, and it surely would be looking far worse.
I call it the "Quixel Generator"
This was a quick once over:
Texture scale is way wrong but I like the way its headed.
Quite pleased with how it's turned out so far but not a huge fan of some of the reflection on the thigh closest to the camera and just under the jawline. If anyone's got any ideas for what might make those areas look better I'm all ears!
Tried my hand at a medium-poly barrel to try that no normal bakes pipeline, so quixel treated it like a high-poly. I'm super glad 3do has a baker that ddo can read - importing curvature from a third party app was always a guess and check process until now.
Marmoset viewer on my artstation
https://www.artstation.com/artwork/gVVvL
More images can be seen in THIS THREAD
I just put it up on ArtStation https://www.artstation.com/artwork/A5GVy
(crosspost from the main WAYWO page) I just finished working on this sci fi bike. I wanted to make something and not keep track of the poly count, so its pretty high. I textured it in Quixel suite, man I love the post processing you can do in the 3do window. Credit for the concept goes to Andre Mealha. Please check out my artstation page where I've got more renders up.
model