I want to bake out a map where the shells are solid color, but different colors on every shell. This will make texture work on this large multi piece object very helpful.
Looking forward to achieve this but stuck with lighting. Need help with that. This is what i need to achieve. This is what i got. Just a beginner and need to improve my skills. All comments are welcomed.
Here's my first real attempt at a Portfolio worthy piece. Been working on it with some help from my teacher. Still uncertain what to put in as a background, Lots of advice/crits are more than welcome! Thanks. -- Side note, there is no texture on the Yacht currently.. Still working on that part lol.
So I got my textures to a place I was pretty happy with in the Quixel suite: Exporting the textures and hooking them up in Unreal, though, a lot of the definition (both form and material) is gone: Any tips on how to fix this? Is a matter of normal bias, or lighting, or something else? Thanks in advance!
Hi! I want some feedback for a character I've made, I'm struggling with lighting and also with the hair system of blender, it seems so thin. All feedback is welcome!
Hello guys, I'm new to the forum and just bought Quixel. Does anyone have experience how to built the exported DDO Materials in Maxwell - I searched the forum but haven't found any information. Because I loaded in all the maps, but it's quite hard to get the look I was getting in DDO - maybe I'm doing something wrong. So…
I was under the impression this script automatically created your selection mask instead of doing the whole process manually. When I ran it all I got was this error and the programming code opened up....