Hello guys, I have many questions and I need guidance with Quixel because I can't figure out a good workflow.
1) Whats the optimal way of grouping/attaching elements for Quixel(3DS
MAX)?
- I made a simple candle stick which is made off two
elements; the
candle stick and a glass cover. I attached them together using "ATTACH".
Then I exported "selected" as ".OBJ" using the "MODO preset". Yet, when
I opened it in Quixel, it was splitted near the bottom of the candle
for absolutly no reason and the glass was considered a part of the
candle stick even thought the polygones are not linked.
- Should I export as .FBX instead of .OBJ?
2) How are we supposed to configure photoshop for Quixel?
- Image mode and color settings? What to choose and how to decide which one to use? Anything else?
3) Any other way to assign color ID other than baking them?
- Problem
is, for the case of the candle stick, I dont need to make a high poly.
All I want to do is put it in NDO and add details with it. I dont need
to go through one more software for a simple object like that. Then I
want to colorize it using DDO and after that render it using 3DO.
- So
what I did, I imported the FBX file with the Quixel color IDs Sphere in
3DS max. Then I applied it to the places(mostly polygones selection) I
wanted(Drag and drop), and baked the diffuse. But for some reasons its
not the exact same color(#7e0000 instead of #9d0000 for
velvet)(((WHY?!))). So I edited the color IDs in photoshop using select
by color > fill using the correct number from the QUIXEL swatches.
(Obviously doing something wrong)
4)The glass in Quixel, is it supposed to be transparent?
- So
yeah, finaly in Quixel I apply smart material here and there, to test
stuff you know, thats when I apply a glass material to the glass part of
the candle stick. But its completely opaque. Am I missing something?
- The glass part is a simple cylinder with some thickness, its not just a plane, is that my mistake? Should it be a plane?
5)Can
someone teach me a good 3DS max ---> Quixel ---> UDK workflow? Im
willing to pay, I can buy you a game of your choice on STEAM.
- We can use SKYPE(or anything else) so I can watch you work while I constantly ask annoying questions and take notes.
- Or you can point me to a good tutorial (not the quixel video tutorial they are not cutting it)
- My objective is to make beautiful, optimised low poly video game assets. AAA quality at the very least.
- >>>HARD SURFACES please<<< For organic assets I use 3DS MAX > ZBRUSH.
- I have solid modeling knownledge, but consider me junior.
Bonus Question: Is this workflow sustainable and effective for hardsurface low poly video game assets?
3DS MAX > low poly > NDO > DDO > Engine of your choice.
Thank you for reading and thanks for the help.
Replies
1) Could I see an image of this?
2) The Suite will configure Photoshop for you. Unless you run into performance issues, there's not much of a reason to mess about with Photoshop settings.
3) You don't need to bake color IDs. You can paint over a UV map as well if you'd prefer, or use solid UV selections to create colors via masking, etc.
4) Transparency is enabled via the dDo menu -> Add New Map -> Opacity - black values produce transparency.
5) You can sit in with us on the Quixel Hangout as we work on projects - any Quixel representative or community member will gladly assist!
Your workflow listed is exactly what I use in a lot of my art - if I don't have the time to create a high-poly, I don't! The results can be quite similar once you've processed your maps through the Suite. Quixel Colors has always worked with Max, by the way! You'll need Max 2014 Extension 1 or better. Just run the script inside of */Quixel SUITE 2.0/colors/ and you're good to go.
I think I figured the problem of my candle stick being splitted at the wrong place. Its because of the way I unwraped my object:
I didnt know all the lines had to be perfectly straight, but after reading some documentation I understood my error.