This is a must !
I am doing some modular work at the moment and Quixel sucks at this because the re-importer does not have a re-import mesh option. This imho has been overlooked as 99% of the tutorials are based on hero pieces. For Quixel to be a complete production texturing workflow all that is needed is that the re-importer can also re-import any mesh.
For example I have a straight segment of a modular tunnel:
and a bent segment:
The texture on the straight segment must be the same or it renders the workflow useless:
Of course I could just combine both models into one FBX file but you still have the same issue. Texturing continuity can easily be achieved with color ID maps and
re-importing the mesh. This is one side of Quixel that puts people off buying it when compared to substance for instance.
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The reimporter does not, however, because it's designed to reimport your input maps, as alluded to by the on-hover text for that feature. Use the Reimport Mesh feature and then use the texture reimporter afterward if any adjustments are needed for the input maps.
straight segment textured:
Reimport the bent mesh:
The result after reimporting the maps for the bent segment:
The new color ID map does not function after I reimport it, the color ID's for the tunnel walls, floors, bolts are the same as the first model but baked uniquely for the bent mesh.
That's why the mesh needs to be reimported with the new maps, having to setup materials for each modular part is not a logical workflow if you take into account the amount of adjustments made to the original. Texturing continuity is imperative for level design.
It freezes at 50% until I close it.
The maps have changed but the map names are the same as the original project:
So I changed the name of the FBX file to same as the original but the color ID map is black.
This issue is definitely not solved !
The best solution to this is what I described above with saving a Smart Material, it works flawlessly and keeps the workflow simple.
I also have the added bonus of all those custom materials at my disposal along the way