What would be the best way to give you that Eric? It uses (for example) diffuse, specularity, roughness and Normal/bump maps. I can get DDO to output these, but they are nowhere near a way that makes the Octane render look like the 3DO render. Not sure if that's a brightness, gamma or what issue. Is there a process you…
Is this curvature map a bit strange? Like the lightest gray here is a middle gray. In a normal curvature map, there's light gray to show convex curve and dark gray to show concave one and middle gray to show flat surface. But in your example , there's no lighter gray than 50%? But then I tested your setting for a curvature…
Yeah, I too would like to see an example of how to generate a curvature map. The only good curvature map I was able to generate was through substance designer. Every other tool or method is plainly wrong. The suggestion to use a high pass filter on the AO is also wrong and just doesn't give you a proper curvature map.…
Final_fight is correct, your IOR has to be set manually in Octane. So currently the only way to nail your look is to use a separate glossy material for each unique IOR value and then use a number of mix material nodes and masks to piece them together. The devs have said that with OpenShadingLanguage support coming in V3 it…
Alright, so here is a little tutorial on how to add a texture decal on to your texture with the Quixel Suite. For this example I used my UZI once again, this time with my updated textures which are still a work in progress, dont be mean! For starters, we need to find our decal, here is the one I will use (its already cut…
Do you think that it might be a good idea to add those tips/tutorials to the Quixel wiki? As for what I'd like to see is some examples of organic/skin texturing.
This tutorial will show every step in making custom patterns for DDO. I am by no means a Photoshop wizard and I´m sure there are multiple ways of reaching the same if not better results, but this is how I do it. Most smart materials can be created using the already included materials and the Dynamask editor, but for those…
We have been seeing a lot of requests lately on a texturing workflow for high-resolution models with DDO, so I put together this little guide on how I have created the base maps for my high resolution projects. The pictures shown below are examples that have no lower or higher resolution version then the one shown in the…