I have an issue I make my textures on Quixel DDO and when I export to UE4 they look way different like completely different materials, either way too shiny or super washed out white, is there a setting to change or is it normal? DDO UE4 preset UE4 - it looks like a super shiny metal almost like a mirror. and other metals…
Hey there! I'm currently studying a Masters in game design and for this project we need to get in touch with industry professionals to ask about the ways in which they research. Are there any people who are working in the industry that would be willing to answer a couple of questions about this? Thanks in advance
HiJust got the addon, and following the first new features vid. With an active poly, Q menu/operations/meshtools/Grate or Knurl sends the middle polys/verts out of the viewport. Mousing for a half hour gets them back, but as soon as they are over an arbitrary mid point the shooting occurs out the other side. Snapping…
I am having trouble getting my textures to not look so pixelated in 3do. I have played around with the texel density but I am not sure I am doing it right. I have been reading a lot about texel density and I think I know what it is. But maybe texel density isn't the issue. I hope someone can help.
So I have an object. I'm done working with this object in Edit Poly. So I add an Unwrap UV modifier on top. As I'm unwrapping the object I notice I've made a mistake in the mesh. I don't go back to the edit poly modifier, I instead add an edit poly modifier on top of the unwrap uv modifier. Correct my mistakes. Then, to go…
Hi I am using quixel Suite 2.0 with Adobe Photoshop CS4. I am looking at the following Quixel tutorial where a "Links" button is appearing beside the Material ID section. https://www.youtube.com/watch?v=YyJJAp17K-Y I have tried this myself and am not seeing any button. I have tried right-clicking as well but that only…
This is probably not possible, but let us see if there are more fluent users of Data Transfer modifier here. Goal: transfer the custom normal from this continuous piece onto these 2 split pieces You might not see it but the difference is normals on split pieces are not smooth like the continuous piece: I have some…
Okay guys so, I guess my problem is solved. I got back to the camera attribute editor and add a bunch of zeros. I had it changed before by changing the values but I guess I had to really crank those values up! Thanks a lot for the help guys! Much appreciated! :smile:
If I'm understanding your post correctly, you should be minimizing the number of mesh groups to correlate with the number of unique UVs you have. For example, if you're working with a tank, the turret and chassis would likely be two different textures, as would the wheels and the treads. Everything that belongs on one…
I mean, STUPID SLOW. I've spent literally 3 or more hours trying to texture a small hut, with around 70k polys, and have had quixel crash my computer 4 times since using it due to how laggy it gets. No other software even has a hangup, just quixel. I am seriously NOT happy about this and am on the verge of getting a refund…