I've seen people ask this question already but I have a deeper problem ( might be a simple fix not sure ). I go to create a custom material and everything goes as planed (so far). All the preview images are created along with psb's and xml file. NOW when I do my shift+c , click add a material, the custom section at the top…
I created a custom material (not smart material) The images and xml files are all saved and in the correct folder. When looking to use these materials (not smart materials) they don't show up in the custom category in Quixel Suite 2.2.0, however if I search for them using the Quixel search text box the image representation…
I want to open with new Quixel 2.0 old project made with Quixel 1.8. It works, open it, all folders and layers are here but... all the materials are empty. Metals, plastics etc... The render is good in photoshop, but i can't export anything without errors and crash and I can't edit dynamask without many bugs (converts in…
Biggest problem: it's too slow. This video has slightly faster moving smoke (the important part is at 0:22), and I'm thinking its a 60 fps shot: [ame=" https://www.youtube.com/watch?v=fLM-3Y3GfxA"]Me smoking a cigarette in high-speed / slow motion - YouTube[/ame] It also dissipates much sooner, though that might be…
Why is it that not all materials are available when creating a new project? I want to pre-set some color IDs to materials like Tank Armor, or Bumblebee, or Military Metal but none of these smart materials are available from the ID Link Editor in the Base Creator. I've poked around the suite files and it looks like if I…
If I were you, I would look up some articles on Component-based design. This is the model that Unity utilizes in its general structure. Understanding component design principles will help you wrap your head around how Unity works, and will help you to keep your Unity projects efficient. The good thing about component…
Thanks man! I should have mentioned I was debating if I just wanted to do the helmet/upper body for the sake of time and commitment. But after thinking about it some more I figured the lower body seems to be a bit less complicated compared to whats going on with the upper body anyway. Here's my update with everything…
Yeah I guess that works, but doesn't ddo load its project settings from an xml file? Otherwise it wouldn't know which files to load on the next startup? Another downside to this is that I would have to work at full resolution and not the reduced working resolution that Quixel provides which can make it extremely tough with…
Very intresting project. I would look to current races ingame (especially the Ahn'Quraji and Klaxxi) and use them as guideline for it. Also take care of the normal "color codes" in WoW: Neon green normally means "Fel injected" (Blood Elves, Burning Legion). Even if the second concept has more color variation it looks very…
I'm a Huge FMA fan and this a great study. Impact seems to be the huge challenge in making the jump here. It looks like they are adding camera shake in at each hit frame and maybe holding those frame a bit longer. It might be a question of camera work more than animation. The smears also help give the amount of visual…