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Quixel mixer roadmap
Quixel mixer roadmap









quixel mixer roadmap
  1. #Quixel mixer roadmap how to
  2. #Quixel mixer roadmap skin

We decided to go our own, and did a Tiling tool inside of Nuke.Īfter all, Nuke is an image processor software, isn't it? A powerful one.

  • Or even Adobe Photoshop can handle that (manually of with a script)!.
  • with scripts or AI) techniques, with softwares such as : To speed up the process, you can use manual, automatic/semi-automatic (i.e. While everyone knows what a tileable map is, what are the options available today? You just have to export each area, in the desired dimensions.īut make sure to export in 16bits to preserve the bit depth! Overview of these selected zones on Male Arm 60s Fullarm #02, before the Crop step

    #Quixel mixer roadmap how to

  • How to double check an asset and then the whole production?Īfter analyzing the whole texture, we located different 2048x2048 map areas to Crop, like on the picture below.
  • This is where the interesting part starts: Then, we created the texture variations needed for everyone (Cavity, Height and Normal map).

    quixel mixer roadmap

    We have extracted all of the MicroSkin data from the UHD Displacement library.Īfter the Multi-Channel Faces drop we did in september last year, we then started to Crop, Tile, and Clean again our WIP MicroSkin Library, to make sure everything was consistent, and adequate to our quality standards. Last year we released some more UHD displacement maps, in order to gather and fulfill your needs, but also to get more data to work with, and establish the MicroSkin collection. With all the necessary maps to get astonishing results, whatever the workflow used!Īt the time, we were really busy with the collections available now on the store.

    #Quixel mixer roadmap skin

    We then prepared these areas to crop, in order to get the most accurate and various scanned micro skin database ever created. Skin behaviours (stress, clamminess, etc).Įxample of natural Skin variation on Female Arm 30s Shoulders #02.With the UHD displacement collection, we analyzed manually each pack (with images up to 50k! *gulps*), and identified all the tileable areas.ĭuring this process, we had to think about: So we ended up using the data available on the store. Unfortunately, the quality was under the standards that we usually aim for. One of those was an AI image-based style transfer-tool (in early 2018) to see if it would improve our data or images to work with. But when you feel in your guts that something is achievable, we believe at TexturingXYZ that it is always worth trying. Sometimes it works, and sometimes it doesn't.

    quixel mixer roadmap

    We allow a budget to invest enough resources into solutions, machines, hardwares and software. The first stage in a production always begins with an RnD phase: Many artists, especially working in real-time engines such as UE and Unity, wanted to get a dedicated collection, with the goal to achieve something believable in their engine.

    quixel mixer roadmap

    The idea of the MicroSkin library came up a long time ago. Through the years, TexturingXYZ's community has massively grown, and our client's requests have always driven us to establish the best roadmap to fulfill your needs. With the tools currently available on the market.īefore starting a new collection, we make sure we ve got requests from our users. Of course, we won't reveal our first steps in this journey, where we captured the skin data we have in the UHD displacement collection.īut we will give you everything else: a lot of valuable tips and tricks, and even how you could actually create your own micro skin maps. In this article, we will give you all the tips and tricks you need to create your own Micro-Tileable maps! We would like here, at TexturingXYZ, to thank you with a quick look behind the production! All the precious support that you have been providing us throughout the years inspires us everyday.











    Quixel mixer roadmap