|
- modeling - quixel Bridge texture - Blender Stack Exchange
quixel Bridge texture Ask Question Asked 3 years, 1 month ago Modified 3 years, 1 month ago Viewed 1k
- Quixel exported textures not behaving like they should
I have the exported Quixel textures for the material "shiny brushed steel" but basically everything it does is make my materials follow the albedo only and they are dark, even with some fine HDRI images as environment light I'd like someone with lighting texturing skills to take a look at my scene and tell me what am I doing wrong
- Worse Megascans lighting compared to Unreal Engine
When I exported the first 3d asset from Quixel Bridge to Blender (it was a rock) I did not notice anything strange But then I went and tried some of the snow assets, and the lighting in the asset textures was strange The images above shows the asset in Unreal Engine with and without the directional light activated
- Megascans plugin error in Blender 2. 9
Whenever I try to export a 3d asset from quixel bridge 2020 3 3 to blender 2 9 via megascans plugin, it shows exported successfully but there is no mesh that added to my scene, only the textures are
- Displacement settings in Materials turn material black
Every image I see of the quixel megascans looks photoreal, but when i export via bridge they never displace and are flat So i always have to find a way to displace them, when i do with the displacement modifier it only displaces one the texture i load in, i want to use a bigger plane and use the texture multiple times (using blender gurus poliigon addon)
- Surface materials stretching on mesh - Blender Stack Exchange
Here is my Quixel question as well: No matter how many verts and faces I have, when i add Quixel or Substance materials to my meshes which have UV maps, I get one very stretched tile If I bump up to 6 in tiling, it does less stretching, but looks awful
- Anisotropic textures from Substance Painter to Blender
Tour Start here for a quick overview of the site
- Baking out proper normals and AOs from Blender
Currently I am using pre-made models and unwrapping the UV's for them, I am separating the components of the model by material labeling them as such for easy ID in Quixel After that I am baking out (using Blender game render) my material map, my normal map and my AO map, but I am not getting the traditional looking "purple normal map) or the "white and shaded AO" like I understand them
|
|
|