FINALLY!!! someone who can explain things in a SIMPLE way! Unreal, Blender & Mixer all doing my head in. I come from a CAD background. Specifically Industrial Design. So hard to transition over. SUBSCRIBED!
Excellent tutorial clear and to the point, unlike the official video... How can I export all of the different material ID's in a single set of textures? Now I am getting a set of textures per material ID. Thanks for any advise.
Quixel Mixer allows you to export all of your different material IDs into a single set of textures, also known as a combined or packed texture. To do this, you can follow these steps: Open Quixel Mixer and select the project that contains your materials. In the project panel, select the materials you want to combine. Right-click on one of the selected materials and select "Combine Textures". In the export dialog that appears, you can configure the export options, such as the format and resolution of the packed textures. Click on the "Export" button to start the export process. Once the export is complete, you will have a single set of textures that contain all of the different material IDs from your selected materials. You can then use these packed textures in your game engine or 3D application. Note: The specific steps for exporting packed textures may vary depending on the version of Quixel Mixer you are using.
I'm stupid. Can someone explain me why in some tutorials RGB channels are - R - AO, G- Roughness and B for Metallic and here R B channels are switched? Is there a rule i don't know about or smth?
Nice tutorial, exactly what I needed. I followed the tutorial but at exporting everything worked fine except it did not export and albedo map. No matter what I do it won't do it. Any idea? Thanks anyway for this insightful tutorial!
Please help! How do you send the asset with the textures straight to your megascans library? SO that you can import in Unreal through Quixel Bridge with all textures already applied.
you can't. the bridge within UE5 does everything via Uasset. Mixer on the other hand cannot export to Uasset, so it won't be seen in the library. conversely, using standalone bridge you can get the mixer assets into bridge, but there is no plugin to support UE5 (becasue bridge is inbuilt), so you cannot export from standalone bridge into UE5.
hi, first of all, thanks for the tutorial. I couldn't see any details about displacement map. quixel mixers displacement map doesn't react on custom shapes. do you have any idea how i can solve this?
I'd look up a video, but from what I remember you need to go into a program like blender, spawn a grid or a 2d plane subdivided, the more vertices on the plane the finer the detail to an extent. Then use a displacement modifier, apply your displacement map to the modifier apply and save. The model should now be displaced.
bro actually took the balanced blade over the whip this hurts so much also i gotta say but u cant actually beat it in 1 run as u need to beat the game 5 times to get to the TRUE inal boss fight and it gets harder for each time u beat it like less healing and more enemmies
Super smart bro. Another nice optimization method learnt. thanks❤
FINALLY!!! someone who can explain things in a SIMPLE way! Unreal, Blender & Mixer all doing my head in. I come from a CAD background. Specifically Industrial Design. So hard to transition over. SUBSCRIBED!
Thx ;)
So basic, that was the quickets summarization at the end.
Love it...
thank you so much, very clear instructions and super helpful!
Great ;)
Thank you! This was so helpful.
Excellent 👍
Excellent tutorial clear and to the point, unlike the official video... How can I export all of the different material ID's in a single set of textures? Now I am getting a set of textures per material ID. Thanks for any advise.
Quixel Mixer allows you to export all of your different material IDs into a single set of textures, also known as a combined or packed texture. To do this, you can follow these steps:
Open Quixel Mixer and select the project that contains your materials.
In the project panel, select the materials you want to combine.
Right-click on one of the selected materials and select "Combine Textures".
In the export dialog that appears, you can configure the export options, such as the format and resolution of the packed textures.
Click on the "Export" button to start the export process.
Once the export is complete, you will have a single set of textures that contain all of the different material IDs from your selected materials. You can then use these packed textures in your game engine or 3D application.
Note: The specific steps for exporting packed textures may vary depending on the version of Quixel Mixer you are using.
@@BuvesaGameDevelopment That is awesome, thanks a lot I was able to export all layers into a single set.
Great!
I'm stupid. Can someone explain me why in some tutorials RGB channels are - R - AO, G- Roughness and B for Metallic and here R B channels are switched? Is there a rule i don't know about or smth?
Nice tutorial, exactly what I needed. I followed the tutorial but at exporting everything worked fine except it did not export and albedo map. No matter what I do it won't do it. Any idea?
Thanks anyway for this insightful tutorial!
Please help! How do you send the asset with the textures straight to your megascans library? SO that you can import in Unreal through Quixel Bridge with all textures already applied.
you can't. the bridge within UE5 does everything via Uasset. Mixer on the other hand cannot export to Uasset, so it won't be seen in the library.
conversely, using standalone bridge you can get the mixer assets into bridge, but there is no plugin to support UE5 (becasue bridge is inbuilt), so you cannot export from standalone bridge into UE5.
hi, first of all, thanks for the tutorial. I couldn't see any details about displacement map. quixel mixers displacement map doesn't react on custom shapes. do you have any idea how i can solve this?
I'd look up a video, but from what I remember you need to go into a program like blender, spawn a grid or a 2d plane subdivided, the more vertices on the plane the finer the detail to an extent.
Then use a displacement modifier, apply your displacement map to the modifier apply and save.
The model should now be displaced.
bro actually took the balanced blade over the whip this hurts so much also i gotta say but u cant actually beat it in 1 run as u need to beat the game 5 times to get to the TRUE inal boss fight and it gets harder for each time u beat it like less healing and more enemmies