After watching Quixel tutorials in youtube and browsing the web, I am still at a lost on how to do this. This will be my first time using Quixel for texturing. I polypainted in Zbrush and able to baked out the color vertex into my low poly using Topogun to use as my color ID for Quixel. I also have a separate polypaint in…
When you start the project there should be a slot for "pre baked diffuse" or something like that. You can add it there, or add is as a layer as others have suggested. This is true for the 2.0 beta and I think 1.* versions of the Suite as well. For legacy dDo you have to put it in a special place as mentioned above.
you mean you want to add a color layer that is not created in DDO? just add it to a layer in photoshop, it will be added inside the ddo stack as well. sorry if I'm misunderstanding the question
the Albedo base map slot is the word you are looking for, at least for 1.8 and below. It's towards the bottom of the stack where you import all your bake maps before starting the project.
Every Quixel Suite project has AFAIK a group where you can put custom layers,but creating a layer and not putting it in those groups (called custom masks or something) can lead to some crazy mess in DDO.