I've been playing Tales of Vesperia on the 360 lately and the graphics have blown me away. I want to make some scenes using the same sort of art style. The modeling looks like it would be easy enough. I've got some links:…
Hiya! I finally bought the Suite, and after using it for an hour or 2, I have 2 quick questions. First: How the HECK do you set up grouping for Quixel Colors correctly? Im doing it as "assign each 'part' a Material ID, assign a quixel color to it. And do this for a few parts. Then after I've assigned 2 or more 'parts'…
Hello, I have a brick wall and a concrete ground. Now I want to have a smooth transition between both. How is this usually solved? Should I attach both objects into one and then paint the texture so that it transitions nice, or is it possible to have a nice transition without having both objects as one? Also this is a…
Okay, I've reduced the file size to about 60MB by making the accessories maps 1K. Although I imagine I'll need to include the high poly file...? The rivets on it are wrong. I swear I'd corrected those in ZBrush and saved, but not according to Perforce. :-\ I'll have to rectify those another time. Hope the links work...…
Hi! Yes, it's the "Mark Sharp" command. With objects that have angles of various degree, I like to set the autosmooth to 180 degrees (all smooth) and then manually mark edges sharp where it's necessary. Due to the Auto Smooth angle in the "Object Data Properties" panel being greyed out in your image, I think the mesh might…
Sorry. I may sound frustrated because I've been trying to solve this problem for a long time and I still see no solution on the horizon. As far as I know, the standard resolution in AAA games these days is 2K per 1 meter. Let's say the object is 500 meters high and 250 meters wide. Obviously I can't sculpt or paint it as…
From what I understand you want as few materials per object as possible. But two materials per object isn't unheard of. With environment art people seem to use a tiling + trim material for a single object at times. Objects usually have more than 1 UV channel in a game setting so I think that's okay. If it's a matter of not…
Thanks Gazu for the questions. Correct, put the highpoly mesh in both the HighResMesh and LowResMesh slots in xNormal. We just posted up a feature on the highpoly workflow, with a small guide on how to create nice curvature from highpoly: http://quixel.se/issue01 Right at the bottom you will find this: * Apply the Smart…
I'd really like to improve my drawing, so I'm going to start sketching concepts. I'd like to share a trick I learned in Photoshop to mirror draw. Start drawing a half of the weapon. Convert it into a smart object, then copy the layer and flip it. Line up the 2 halves so it mirrors properly. Then, double click one of the…
Sounds really similar to the way I work. I wrote something a while back to speed things up a bit. It's a really basic script that I have on a shelf button. When first run, it creates two instance groups, one with a -1 scale value on the axis of your choice. When it's run with objects selected, it'll add them to the groups…