Hello! I got Quixel yesterday and started playing around with MS Livelink in Maya. The 3d assets export correctly and get set up correctly inside Maya under Redshift Renderer. However the Megascans surfaces seem to get all messed up displacement. These are my steps: 1. Create a new scene in Maya. Select Redshift Renderer.…
Created my mix. Yeah! Looking decent in megascans/mixer. The main difference being the displacement (height) map. Yet when I get it into Unity it doesn't look right, (I have a reflection probe) and using the default material. I have the gloss map in the alpha of the diffuse (Is the gloss map correct to be placed here?) I…
I finished this scene off a short while ago and figured I might as well show it here. Probably took around 2 weeks of on-off work. I did this in Marmoset, as it really just started as a way to show off the tarp material (arguably the weakest bit of the scene) with some finished props I had lying around. I decided to expand…
Hey guys! Intro This is my first time posting here, been lurking around for a long time. Last week I stumbled upon this amazing piece of art by Cosmin Hrincu and thought it would be pretty cool to turn into a 3D environment, also it would be a nice piece to practice with more natural assets such as foliage, rocks and…
Any general environment / modular environment 3d art tutorials on youtube will cover the common techniques needed to make a building. If you want to make foliage yourself you can look that up too, or use speedtree/megascans. Just get started and then show the work to anybody and everybody. Professionals will be able to…
This month I've been steadily working on the scene. I started by making a new texture for the floor because I wasn't happy with the old texture. I followed Derk Elshof's tutorial on how to make aged wood in substance designer and then adapted it to fit my floor. https://www.artstation.com/artwork/nQgRPe I then also adapted…
I can just answer this one now since they probably won't answer it. UE4, and really any Metal Roughness enviroments specular input has absolutely nothing to do with a legacy specular map. It is by default a value of .5 on any material and it shojld really stay there most of the time. Theres a formula for converting the…
Got sidetracked. I wanted to learn more about presentation in UE4 to showcase my LittleLeaf model, but then I got sucked into materials and next thing I know I've got a ton of quixel megascan assets and I am going to make a small environment scene to display the model within. Here I am taking inventory and also getting…
A little update for the architecture: The textures are megascanian, I'd like to focus on props for this project so I decided not to spend even more time on architecture than I did, especially when I can get great textures for presentation sake. I've actually spent way too much time on choosing a brick material that fit…
A great way to learn more about materials is to do a bunch of material studies. Make a basic test mesh (or even a sphere) and try to recreate a variety of materials that have different surface types. One thing I like to do before I start texturing, is identify each surface type (which I break down from the highpoly stage…