Hello
I have noticed that I´m putting a lot of time into tweaking albedo values in Quixel after the asset is rendered in-game for the first time. I had to export the albedo texture from my last asset like twenty times to get the brightness and color right.
The colors and values from Photoshop are quite similar to the final ingame colors. But during the texture creation I´m tweaking colors within 3DO (obviously
) and not watching the textures in Photoshop so much.
So what is your workflow to quickly get brightness and color right in-game ??
Tone down HDRI in 3DO and use headlight? Use own HDRI? Is that even possible?
Or do you just guesstimate like me?
Replies
We only support 1-1 previewing with Unity and Unreal 4, currently. Getting everything to match in other renderers will require some artistic eyeballing, the old-fashioned way. What engine are you using?
Own engine, but the render pipeline we are using is very similar to UE4.
It would be amazing to have one simple desaturated studio HDRI, like the ones from keyshot:
We can drop that into our engine and it would make the eyeballing a lot easier.
We could go even further and setup a brightness contrast test scene to calibrate the lighting like a TV test pattern.
Just some ideas!