Hi guys! I'm new to Quixel and I'm currently learning with the Quixel Wiki, but I'm stock somewhere. Could anyone give me a little help on how to do this effect? I'm not sure where to place the mask. Thank you! Tutorial Link: Clic Here
Hi guys! I'm new to Quixel and I'm currently learning with the Quixel Wiki, but I'm stock somewhere. Could anyone give me a little help on how to do this effect? I'm not sure where to place the mask. Thank you! Tutorial Link: Clic Here
I keep running into this thing in zbrush where every time i try to use a brush all it does is rotate the model. Also when i try to use the paint mask brush it just does a drag select instead. Anyone know what's going on?
This is mostly an issue for materials with 'direction' such as wood. Currently the way I do it is by projection painting and then baking the result into a base albedo. Is it possible or if not is it a planned feature? It would be awesome to be able to mask out different areas and rotate the material which is applied to…
Evening folks. Just a wee heads up on a UV mapping proposal I've posted on the Silo forums. I'm not posting this to get people to jump in and support me, but to point out any flaws or anything that I missed. There is no need to join there if you are not a member, just post any response here if you do feel inclined. I'll…
I think it'd be faster and easier to just use a stencil and paint it directly on using a fill layer + mask, rather than relying on an alpha/opacity layer to place your decals. That way avoids this alpha issue altogether.
WIP textures, i painted on all of the stripes bits and gave them height, I also made a tiling texture for the small scratches and pock marks in designer, then masked it so you have little random ones here and there
Consider making the floor look a little more natural in the way it gets masked out. One of my favorite diorama's is done by the awesome Scott Homer: https://www.artstation.com/artwork/KrVx Maybe check this out for some inspiration
Textures always have to be in dimensions of powers of 2, so a 10x1 texture won't work. You could do a 8x2 texture, although that's tiny. Try a 128x16. Also, probably no need for a lerp, just treat the texture as a mask.
Another option to counteract obvious repetition is to blend a macro mask with your roughness channel for more subtle surface variation across larger areas. For instance those subtle brighter cracks near the car door could be just that.