caveat: this is my first attempt at using Quixel. and maybe a bit ambitious for that: doing about 8 pieces in one project, each with 8k maps. Long and short of it: things were going well enough until the dynamask editor stopped working. I click on a mask and enter either mode, the dynamask editor just doesn't open. I've…
So my story is when I was working in DDO, my 3d model wasn't triangulated, and that seemed to have caused my normal map gradient errors. So after re-baking and triangulating my old mesh, I re-imported the normal and AO map. But I couldn't find a way to re-import or re-link to my new triangulated mesh. A way to use the…
Well, I can't help but feel like that earned a dignified response. "Hey! Eyes up here!" :# Happy accident, best way I can put it. And yes, you are correct about testing, debugging and documenting. I guess that's what I'm using this thread for at this time. I could always hope that this stuff helps someone else later when…
Thank you. I have the vines separated out and am working with them individually while I try and solve the problem. I'm not used to baking with cages but have been able to get slightly better results. I'm still unable to get the bake to grab the full details however. I will check the forums like you suggested though!
SOLVED! I was able to make the following setup: In the Node Editor, connect curveShape.worldSpace > pointOnCurveInfo.position > locator Constrain the bone itself to the locator with a pointConstraint Directly parent the bone to the joint whose orientation it needs to inherit—in this case, to the upperJaw bone. This might…
Hmm.... I didn't convert 16bit into 8bit. Just sent 16bit Png and Tga straight into Marmoset. So, I did as you suggest: lowed 16-bit Png to 8bit inside photoshop, and it solved the problem: But I'm not sure, why 16bit doesn't work without conversion... In case I would like to use it without any noise, since I've created…
I'm using Mixer to create a stone tile surface, similar to above. I'm new to mixer, and must be overlooking the non-uniform tile widths and height values. How do I achieve a similar base height map using the stack component?
Hey Quixel team, just now I tried baking down the various Materials from the swatch FBX to a plane and then importing the texture as a color id map in DDO - unfortunately I can't pick anything in the "ID Preset" dropdown except for a shadily-named "desktop" preset, which gives me a fat load of nothing. Wanted to experiment…
Hi everyone, I'm quite new to NDO, I can't find the correct workflow for a simple problem, here it is. While doing a personal library of normal map details/decals to add on more complicated baked normal maps, I baked a hipoly bolt to a simple lowpoly plane using xNormal. I got a simple good tangent space normal map that…