Hi,
If I want to create this as a texture in Quixel NDO and DDO how would I do it? All I can think of is use an aluminum material on a tile in PS and then go into NDO and normal detail the grooves, but not certain if this is right. I think if I want to do this then I would have to go into Max or any modeling software, create a flat plane I guess in the 0,1 space, UV unwrap it and fit it in the space, then import it into DDO?
Replies
https://quixel.se/tutorial/vehicular-hard-surface-detailing-using-quixel-ndo/
You can create a texture like this using some simple rectangular vector shapes, an Emboss style, and a round curve. It should actually take no longer than 15 minutes to do the entire corrugated metal normal map, which you can then take into DDO and add all of the surface imperfections seen in the photo with some of the base metal normal layers.
No need to add a plane or a mesh to your NDO project - working meshless in any resolution up to 8k should be perfectly fine.
So I assume I would start in Photoshop with a 4096x4096 sized document if I want 4k and then go from there with the normal details?
Also, I have one more question related to this project about the vent in the picture below. Modeling it would create too many polys for my purpose, but could I do this with normal details and make it look good enough, and if so how?
Still good to know I can just add normal details to create a texture, that will come in handy soon.
However I am still not quite sure about the vent and the best way to add it in NDO...
edit: The B2M method may not actually work well in that case so NDO may be the best way.
Are you open to a Google Hangout on our private chat? It's located at http://hangout1.quixel.se - I'll gladly walk you through the steps you'd need to know to produce something indiscernible from that image, but as a hand-built normal map. Let me know when you're free, or better yet, just poke me on Facebook and I'll find the time to sit down with you.
The offer is open if you'd like one-on-one tutoring!
I have one more question for you regarding Quixel, what is the Prepar3d preset in Quixel? The reason I ask is because I think it is the flight simulator that I am about to start developing for soon. I know the presets are like PBR or other maps that it bakes out for the engine it is going to but I am curious how that ended up there of all things.
I haven't gotten to the point of learning any engines yet, doesn't it just create the maps for a PBR or specular workflow? P3D is definitely a pain, trying to read their engine SDK manual and understand it is ludicrously difficult to do. Same company that makes stealth fighters likes to keep their secrecy on the flight sim too
I'd look up information on how to develop addons for FSX. Custom scenery and aircraft model tutorials will likely work 100% with P3D.
I recently had enough time to try to create that tileable texture, and when I started it I noticed the ends of the normal details don't extend past the map, how would I extend it out from the edges? Also, how would you recommend that I get the edges right to where it will be perfectly tileable? For instance the top part of it is quite off from the bottom. I've never actually used NDO this extensively before, usually I just used it to add a few smaller details, if I mess a tileable texture up just a little bit it will show badly. I am going to have to refine it more and add more details and better measurements but I need to try to find a solution for those issues first.
Thanks!
Edit: There is one more question, while trying to add textures how is that done if it is not a mesh, if it there is not a UV then how is the texture added?
You're also in Sculpt Mode right now. Be sure you zip your layer or click Sculpt Mode again to leave it - your normal directions are incorrect with SM turned on.
As far as texturing goes, imagine the mesh is a square and you're painting your tileable details within that square. You work with both NDO and DDO within that square region to produce a tileable texture without a mesh - it's not as hard as it might sound! Here's an example of some DDO work I did recently as a tileable texture for the substation in my signature:
Thanks!
Best of luck with your studies!
I can participate in a Google Hangouts next week sometime around the 12th-16th during my spring break for sure if I can still take you up on the offer. I don't know how much time it would take but if you would be able to show me how to quickly normal detail something like this and then add textures to it that would be great! In the meantime I will focus on learning NDO to get up to speed as much as I can.
When it comes to Quixel NDO and DDO the only questions I have are:
How to create the normal details and add the textures like above.
How to add a tiled texture in Quixel (Still not sure about how exactly that is done correctly)
I have not found out how exactly to export Megascans textures to use in DDO without screwing things up.
That's really about it. I know how to use Substance Painter but when it comes to some things in Quixel I am lost.
Whatever time is best for you during that week is best,
Thanks!
Edit: Any time after that works, I am not sure about what time zone you are in and what work hours you have. It would probably take less than 20-30 minutes
Shall I meet you in http://hangout1.quixel.se in 30 minutes or so?
I was trying to create a tin material like that of which is on a lot of older sheds:
Problem is I know how to build the basic shape of it as a normal detail but not so much as to how to get the edges right so that it is tiled. How would I find out where the midpoint or edge of the normal detail is? I assume for a tiled texture like this I would want to cut the exact center out of one of the extruded parts so that it is tiled.
Would you be able to explain the best you can in text how to add textures to the normal detailed tiled texture in 3DO? Anytime I try to add textures to my new tiled texture 3DO gives me an error message. Basically when I am done creating the normal details and it is ready for texturing, what next? Because everything I have tried doesn't work, all I need to do is add a metal texture for the base material.
Once you're done with normal detailing, you simply load the flattened normal map (e.g. save as Targa) into DDO with/without a mesh to preview it on. Additional maps like AO will help, but aren't necessary.
Now my question is, when I go into DDO with my normal map, how would I save it and turn it into a material that is ready for use within Quixel DDO in the material selection?
I guess when I finally get to that point I just add the normal detailed tin material with its galvanized metal textures then scale the UV so that it looks like it fits properly?
Thanks!
How would you create something like this though?
I don't see any way to make the outer edges of the larger extrusions that pronounced or wide. Is there a way to stretch out the angled part to make it more wide?
Does that look right? I measured it the best I could so I think it is tiled correctly, I will have to put it on a model soon and see...
Is there any other way that you could see this particular texture to be improved upon? Would you leave it just like this or would you change the normal details somehow?
It only took me over a month but it was so worth it haha, thanks!
From what I can see of the image, it looks like a great start to a material - keep at it!
Its just that I already know Substance Painter and trying to learn Quixel DDO is just more of a headache, if I can use NDO extensively, then export my Normal maps to Substance, make textures in NDO, DDO, and Megascans then it will save me a lot of time and stress of not having to learn a new program that I am not familiar with.
I would have had the entire building textured by now if I had the materials in Substance, I am just way more comfortable in it.
And where and how would I save this?
It is already in DDO I just need to save it as a material to be used on models, after I saved it I looked through the materials and did not see it...
I have one more question regarding DDO, how do you add a paint layer? This is a really stupid question I know but I went through a video tutorial on DDO as well and did not see or missed adding a paint fill layer.
It is supposed to be perfectly tiled, I think I did everything right, and the normal detail that it shows me looks fine but I get this weird texture?
I must have done something wrong when I created the tiled normal but I don't know what...
Those faint normal details or height map details or something, they are not supposed to be there and aren't there on the tiled texture I made, they only showed up after importing it into DDO
Apparently this is concrete:
But when I went into Max and made a wall, put it into DDO I got a perfect wall like I wanted:
Not sure about that, I know somehow I screwed something up.
Thanks!
Edit: Now that I have these maps made in Custom, how do I delete them?