Home Quixel Megascans

Answered: Quixel 3DO display problem?

I'm trying to make a texture variation of a slum house using DDO. Texturing it has already worked with the same mesh (with horribly unorganized UVs) before, but now whenever I put any texture onto one object I get this pixel mess:

The UVs seem really fine and when I put a checkerboard onto them in Maya everything is okay.
(see here https://i.gyazo.com/e2286f5e502ce1369cbd2646c9a3057a.png
https://i.gyazo.com/8d7cca85c1b490afecc766e04c2658e2.png <the selected UVs are the part I'm talking about)

The model is split into two UDIMs and I'm texturing as two different Mesh Groups, for now everything is still in UDIM 1001 so DDO can handle it. Both Mesh groups have an ambient occlusion and an ID map.
I already tried re-importing everything and re-loading 3DO- I'm just guessing it's a display problem because everything seems okay until you check in 3DO.
Does anyone have an idea what could be causing this??
Best Regards!!

Replies

  • Synaesthesia
    Offline / Send Message
    Synaesthesia polycounter
    What do your UVs look like with a UV checker applied? I don't see a particularly clear view of your textures in that first image - the wireframe overlay is hiding all of the details. At first glance I'd assume your UVs need relaxed. If that isn't the cause of this problem, you'll likely want to clear history and reset transforms before exporting to FBX or OBJ. If that doesn't fix it, try re-doing the UVs for that section before bringing it into DDO.
Sign In or Register to comment.